The Critical Power of Virtual Dystopias
Bibliographic Data
| ID | 2409520 |
|---|---|
| Authors | Marcus Schulzke (0000-0002-5998-138X, University of Leeds, corresponding author) |
| Year | 2014 |
| Volume | 9 |
| Issue | 5 |
| Pages | 315-334 |
| Publication date | 2014-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412014541694 |
| OpenAlex | W2316746373 |
| Language | EN |
| Citations received | 13 |
| References cited | 20 |
This article explores the capacity of video games and virtual worlds to function as critical utopias or dystopias. A theme of utopian thinking over the past century has been that utopian fantasies offer a critical perspective on the real world. I argue that video games and virtual worlds have generally failed to offer utopian fantasies that can perform a critical function because of their tendency of mirroring the real world, but I show that dystopian video games tend to be very effective in presenting critical themes. Moreover, I argue that video games create critical dystopias in ways that display the unique strengths of the medium. Virtual dystopias rely on a combination of engaging narrative elements and gameplay mechanics, which come together to create dynamic worlds in which players are active participants
Aesthetics · Art · Dystopia · Epistemology · Function (biology · Human–computer interaction · Literature · Metaverse · Mirroring · Narrative · Perspective (graphical · Sociology · Theme (computing · Virtual reality · World Wide Web · Cinema and Media Studies · Communication · Computer Science · Digital Games and Media · Philosophy · Utopian, Dystopian, and Speculative Fiction · Artificial Intelligence
Spiel*Kritik
Playing Dystopia
The Procedural Rhetorics of Mass Effect
Making sense of the pandemic
Play, History and Politics
“War…war never changes”
Rethinking Ludonarrative Dissonance in BioShock
Brigman Award Winner
La Bogotá distópica
The virtual prison as a digital cultural object
Video Games, Dystopia, and Neoliberalism
Lost and Found and Lost Again
Selective Realism
The Aesthetic Dimension
Unit Operations
Demand the Impossible
More than a Game
Persuasive Games
My Life as a Night Elf Priest
Play Between Worlds
The Virtual Culture Industry
Critical Gaming Pedagogy
Ideology and utopia
Socialism
In Defense of Utopia
A Man Chooses, A Slave Obeys
How Games Support Associational Life
| Unique citing works | 13 |
|---|---|
| Citations per year | 1,3 |
| Citation span | 2016 - 2026 (11) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 13 |