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

  • Josefa Ros Velasco Universidad Complutense de Madrid
  • César San Nicolás Romera Universidad de Murcia
  • Miguel Ángel Nicolás Ojeda Universidad de Murcia
Keywords: Blasphemous, muerte, Hans Blumenberg, transmedia, videojuegos
Agencies: This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 847635 and was supported by the research projects PID2020-113413RB-C31, PID2019-108988GB-I00, and HAR2016-78147-P, funded by the Spanish Ministry of Science and Innovation and the Spanish Ministry of Economy and Competitiveness (MINECO)

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.

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Published
2022-12-13
How to Cite
Ros Velasco J. ., San Nicolás Romera C. . y Nicolás Ojeda M. Á. . (2022). 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. Escritura e Imagen, 18, 45-65. https://doi.org/10.5209/esim.84833
Section
Articles