Bergman vs. Batman. Chwyt technicznej deziluzji w grach
wideo na tle praktyk literackich i flmowych
Bergman vs.. Batman. Grab technical disillusion in games
Video against the background of literary and film practices
Author(s): Piotr KubińskiSubject(s): Visual Arts, Social Theory, Social Informatics
Published by: Uniwersytet Adama Mickiewicza
Keywords: video-games; computer games; digital games; emersion; Bergman; Batman; technical disillusion; device of technical disillusion; defamiliarisation; Persona;
Summary/Abstract: The aim of the article is to present the idea of technical disillusion as an artistic device used in particular video-games. This phenomenon is analyzed using the example of Batman: Arkham Asylum (Rocksteady; 2009). Because of the far-reaching analogies with techniques present in other artistic discourses, the device of technical disillusion is also examined in the context of literature and film – especially in regards to Ingmar Bergman’s Persona. From this perspective, using technical disillusion as a device exposes its artistic potential and enables us to consider games as space for creative exploration.
Journal: Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
- Issue Year: 16/2015
- Issue No: 25
- Page Range: 113-123
- Page Count: 11
- Language: Polish