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Playing with Trauma

Interreactivity, Empathy, and Complicity inThe Walking DeadVideo Game

Datos Bibliográficos

ID2409547
AutoresToby Smethurst (Ghent University, autor de correspondencia), Stef Crap (0000-0002-6720-1689, Ghent University)
Año2015
Volumen10
Número3
Páginas269-290
Fecha de publicación2015-05-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaGames and Culture (JOURNAL)
Identificadores de la revistaISSN: 1555-4120 • E-ISSN: 1555-4139
EditorialSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412014559306
OpenAlexW2130244129
IdiomaEN
Citas recibidas17
Referencias citadas8

Just as books and films about traumatic events have become part of Western popular culture, so the theme of trauma and its accompanying tropes have been seeping into video games over the last two decades. In spite of the discernible trauma trend within video games, however, and the potential they exhibit for representing trauma in new ways, they have received very little critical notice from trauma theorists. In this article, we argue that a trauma-theoretical study of games has much to offer our understanding of the ways that trauma can be represented, in addition to giving game studies scholars further insight into how games manage to elicit such strong emotions and difficult ethical quandaries in players. We demonstrate this by performing a close reading of one recent and much-discussed game, The Walking Dead: Season One, analyzing how it incorporates psychological trauma in terms of inter(re)activity, empathy, and complicity

Aesthetics · Art · Complicity · Empathy · Game studies · Media studies · Multimedia · Notice · Political science · Popular culture · Psychological trauma · Psychotherapist · Reading (process · Sociology · Theme (computing · Video game · Computer Science · Digital Games and Media · Gothic Literature and Media Analysis · Law · Media Influence and Health · Psychology · Social Psychology

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    Open Access•Sabine Harrer•Simulation & Gaming•2021

  • Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects

    Open Access•Lukáš Kolek, Vít Šisler et al.•Journal of Computer Assisted…•2021

  • Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds

    Open Access•Lukáš Kolek, Patrícia Martinková et al.•Journal of Computer Assisted…•2024

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    Open Access•Craig Newbery-Jones•Law Technology and Humans•2022

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    Open Access•Amar Singh•Humanities•2023

  • The undying ideologies of race and gender

    Brooke Bennett•Feminist Media Studies•2018

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    Open Access•Do Own Kim•New Media & Society•2021

  • From Saviour to Colonial Perpetrator

    Andrei Nae•Parallax•2022

  • Is This Trauma Yours or Mine? Empathy Gaps and Single-Player Videogame Experiences

    Nina Patricia Houe•Parallax•2022

  • Nihilism, Violence, and Popular Culture

    Open Access•Sean Travers•The Journal of Popular Culture•2022

  • An Integrative Review of Empathy, Attitude Change, and Historical Consciousness in Games

    Open Access•Stefania Stamou, Konstantinos C Apostolakis et al.•Heritage•2026

  • Sustaining intangible heritage through video game storytelling - the case of the Sami Game Jam

    Outi Laiti, Sabine Harrer et al.•International Journal of Heritage…•2021

  • Cybertext

    Espen Aarseth, Espen J Aarseth•Cybertext•1997

  • Reading Literary Fiction Improves Theory of Mind

    Open Access•David Kidd, David Comer Kidd et al.•Science•2013

  • The Ethics of Computer Games

    Miguel Sicart•The ethics of computer games•2009

  • Beyond Choices

    Miguel Sicart•Beyond Choices•2013

  • Persuasive Games

    Ian Bogost•Persuasive Games•2007

Obras citantes distintas17
Citas por año2,13
Intervalo de citas2018 - 2026 (9)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 17
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