Taking a chance on losing yourself in the game
2009; Taylor & Francis; Volume: 20; Issue: 4 Linguagem: Inglês
10.1080/14626260903290265
ISSN1744-3806
Autores Tópico(s)Educational Games and Gamification
ResumoMyth 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?
Referência(s)