Josefa Ros Velasco, César San Nicolás Romera, Miguel Ángel Nicolás Ojeda
{"title":"电子游戏中的濒死体验或如何将死亡视为一种销售概念:从人类学、形而上学和促销角度看亵渎神明的案例","authors":"Josefa Ros Velasco, César San Nicolás Romera, Miguel Ángel Nicolás Ojeda","doi":"10.5209/esim.84833","DOIUrl":null,"url":null,"abstract":"Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating culture and horizons of meaning– not just the video game as a device, but also the full transmedia promotional narrative in which players participate first-hand. In this article, we analyze the anthropological and metaphysical components of the representation of death in video games following the German philosopher Hans Blumenberg’s theory of the absolutism of reality, as well as the case of Blasphemous and its promotional storytelling to determine how death appears as a sales concept in the publicity due to its place in the players’ common symbolic consciousness.","PeriodicalId":40849,"journal":{"name":"Escritura e Imagen","volume":" ","pages":""},"PeriodicalIF":0.1000,"publicationDate":"2022-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Near-Death Experience in Video Games or How Looking Death in the Eyes Can Be a Sales Concept: The Case of Blasphemous from an Anthropological, Metaphysical, and Promotional Standpoint\",\"authors\":\"Josefa Ros Velasco, César San Nicolás Romera, Miguel Ángel Nicolás Ojeda\",\"doi\":\"10.5209/esim.84833\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating culture and horizons of meaning– not just the video game as a device, but also the full transmedia promotional narrative in which players participate first-hand. In this article, we analyze the anthropological and metaphysical components of the representation of death in video games following the German philosopher Hans Blumenberg’s theory of the absolutism of reality, as well as the case of Blasphemous and its promotional storytelling to determine how death appears as a sales concept in the publicity due to its place in the players’ common symbolic consciousness.\",\"PeriodicalId\":40849,\"journal\":{\"name\":\"Escritura e Imagen\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.1000,\"publicationDate\":\"2022-12-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Escritura e Imagen\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5209/esim.84833\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"HUMANITIES, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Escritura e Imagen","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5209/esim.84833","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"HUMANITIES, MULTIDISCIPLINARY","Score":null,"Total":0}
Near-Death Experience in Video Games or How Looking Death in the Eyes Can Be a Sales Concept: The Case of Blasphemous from an Anthropological, Metaphysical, and Promotional Standpoint
Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating culture and horizons of meaning– not just the video game as a device, but also the full transmedia promotional narrative in which players participate first-hand. In this article, we analyze the anthropological and metaphysical components of the representation of death in video games following the German philosopher Hans Blumenberg’s theory of the absolutism of reality, as well as the case of Blasphemous and its promotional storytelling to determine how death appears as a sales concept in the publicity due to its place in the players’ common symbolic consciousness.