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Platforming the past

Nostalgia, video games, and A Hat in Time

Bibliographic Data

ID21836747
AuthorsMatt Griffin (0000-0003-1008-9232, University of Iowa), Greg Loring-Albright (0000-0002-0812-6877, Harrisburg University of Science and Technology)
Year2024
Volume42
Publication date2024-03-14
Open AccessYes
TypeARTICLE
VenueTransformative Works and Cultures (JOURNAL)
Journal identifiersISSN: 1941-2258 • E-ISSN: 1941-2258
PublisherTransformative Works and Cultures (PUBLISHER)
DOI10.3983/twc.2024.2461
OpenAlexW4392804949
LanguageEN

Research on nostalgia has shown how media texts can promote ideological visions of the past. The 2017 3D platformer video game A Hat in Time (AHIT) is a case study in this nostalgic construction of values in a contemporary, postmodern, convergence-culture context. The game's marketing and text discursively and materially construct AHIT as a continuation of video games from the 1990s and early 2000s in a way that creates a communal nostalgia. Fans have also used the game itself as a platform by creating a library of more than five thousand modifications, or mods, many of which are based on 1990s and 2000s texts; these mods allow the game to serve as a platform for postmodern remixes of nostalgic texts. AHIT shows how contemporary convergence culture and media platforms allow for communal, customizable nostalgia

Art · Art history · Multimedia · Video game · Visual arts · Asian Culture and Media Studies · Computer Science · Nostalgia and Consumer Behavior

Highly citedNo

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