Climbing the mountain to heal the wound. Facing vulnerability in the videoludic space

Keywords: ludonarratives, vulnerability, trauma, serious games, gameworld, videogames

Abstract

The video game as a text promotes reflections in players that move away from the mechanical challenge and the desire for evasion and incorporate layers of thought, where disciplines such as philosophy and psychology converge. Player involvement and affect amplify the expressive power of game fiction and can be a metaphor for different stages of deconstruction and personal meaning. This article aims to address vulnerability in the video game medium through three case studies, Celeste (Maddy Makes Games, 2018), A Short Hike (adamgryu, 2019) and Haven Park (Bubblebird Studio, 2021), to which we apply tools for video game textual analysis and which we complement with a methodology for aesthetic study through free and analytical play. This research demonstrates that the video game is a potential tool of expression for presenting different vulnerabilities and ways of dealing with them.

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Published
2024-10-31
How to Cite
Montañana-Velilla J. y Porta-Pérez A. (2024). Climbing the mountain to heal the wound. Facing vulnerability in the videoludic space. Área Abierta. Revista de comunicación audiovisual y publicitaria, 24(3), 161-171. https://doi.org/10.5209/arab.96246