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A semiotic exploration of catastrophes in game worlds Cover

A semiotic exploration of catastrophes in game worlds

By: Mattia Thibault  
Open Access
|Dec 2019

Abstract

The aim of this paper is to overview the presence of catastrophes in game worlds and, in particular, to investigate what they can tell us about real catastrophes. To this end, we present a semiotic typol-ogy of catastrophes, confronting them with epistrophes and apostrophes and further articulating them relative and absolute cessation events. Then we highlight the long-standing relationship between playfulness and disasters in literature, cinema and video games underlining how the suppos-edly opposite characteristics of the two are, in fact, a very productive cultural trope. To conclude, we look into some examples of catastrophes in game worlds, both relative (such as the “corrupted blood incident” in World of Warcraft) and absolute (the end of the worlds in StarWars Galaxies and Matrix Online).

Language: English
Page range: 10 - 15
Submitted on: Apr 27, 2019
Accepted on: Aug 17, 2019
Published on: Dec 4, 2019
Published by: Palacký University Olomouc
In partnership with: Paradigm Publishing Services
Publication frequency: 3 issues per year

© 2019 Mattia Thibault, published by Palacký University Olomouc
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License.