Skip to main navigation Skip to search Skip to main content

Los objetos como generadores de crédito ludoficcional en los videojuegos fantásticos: el caso "Alan Wake II

Research output: Indexed journal article Articlepeer-review

Abstract

The uniqueness of video games compared to other media is based on enabling action in virtual spaces in order to generate the video game story. The objects thus become a structural element of the game experience and determine the participatory dynamics characteristic of the medium. In fantasy video games, objects not only have an aesthet ic function, but also contribute to giving credit to the fictional world through their mechanics, reinforcing the narrative premise and sustaining the immersive experi ence. Within the theoretical framework of Game Studies and fictional worlds we will see how in Alan Wake II, a Survival Horror video game focused on the figure of a crazed writer, the objects give credence to a Lovecraftian ludonarrative imaginary with tinges of rural thriller and Folk Horror where writing is presented as an exorcism of our own monsters.

Original languageSpanish
Pages (from-to)229-254
Number of pages26
JournalBrumal. Revista de investigación sobre lo fantástico
Volume13
Issue number1
DOIs
Publication statusPublished - 2025

Keywords

  • Lovecraft
  • fantasy
  • objects
  • verisimilitude
  • videogames

Cite this