Abstract
In this chapter, I investigate the imaginary boundary between the actual world and fictional gameworlds by focusing on videogame situations in which this fourth wall is foregrounded or broken. For this purpose, I first define the videogame experience as a self-involving, interactive fiction experience, based on Kendall Walton’s account of fiction (1990). I then describe how, in the current academic discourse on games, it is often claimed that the concept of fourth wall breaks cannot be applied to videogames due to their inherent interactivity. Within game studies, the consensus seems to be that the boundaries between the real and the fictional world are always already blurred in videogame experiences. This chapter instead shows how using interactive, digital technologies to represent fictional worlds does not necessarily complicate the conceptualization of the fourth wall, but rather reveals new ways in which it can be broken. More precisely, this chapter discusses how appreciators of videogames can not only actively participate in fourth wall breaks, but are also uniquely able to initiate these breaks themselves.
Original language | English |
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Title of host publication | Being and Value in Technology |
Editors | Enrico Terrone, Vera Tripodi |
Publisher | Springer |
Pages | 163-186 |
Number of pages | 24 |
ISBN (Electronic) | 978-3-030-88793-3 |
ISBN (Print) | 978-3-030-88792-6 |
DOIs | |
Publication status | Published - 3 Jan 2022 |
Externally published | Yes |