Artigo Revisado por pares

Taking a chance on losing yourself in the game

2009; Taylor & Francis; Volume: 20; Issue: 4 Linguagem: Inglês

10.1080/14626260903290265

ISSN

1744-3806

Autores

Maureen Thomas,

Tópico(s)

Educational Games and Gamification

Resumo

Myth is an increasingly popular matrix for game-fiction experience. In her latest console adventure, Underworld (2008), long-running character Lara Croft, 'Tomb Raider', has to acquire Thor's Hammer to enter a neo-Viking mythworld, to find the mother who disappeared when she was a toddler. However, despite the female-centred journey, the environment and form of her quest are arguably conceptually 'masculine'. This article contrasts with it the interactive 'serious' game of chance, RuneCast, which brought together four female artists/performers who interpret the Viking mythworld through explorable 3-D art combined with video and authentic stories and songs, originally articulated (in the early middle ages) in a female voice. The material is contextualised within issues of screen language, gendered space, 3-D environment/interaction design and storytelling. Must play in 3-D worlds be based on orienteering, control, dominance and destruction? Or is it fun to chance losing—and finding—yourself in a different game?

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