Strange Reality: On Glitches and Uncanny Play
DOI:
https://doi.org/10.7557/23.6047Abstract
Videogames have had to struggle with balancing the requirements of 'good' gameplay with a drive toward increasing graphical and narrative realism, spurred on by constantly improving technologies of simulation and computer graphics. Despite these advances in hardware and programming techniques, videogames' simulations of reality have, for the most part, remained crude and cartoonish next to the allegorical richness of description in art, literature and film-a comparison that may be unfair, but nevertheless has been relentlessly repeated. This paper attempts to highlight some of the difficulties and failures of realism in videogames through the lens of the uncanny, which, it is argued, should be understood as an essential trait of videogames in their capacity as simulations of realities, and as modern technology.Publication Facts
Metric
This article
Other articles
Peer reviewers
0
2.4
Reviewer profiles N/A
Author statements
Author statements
This article
Other articles
Data availability
N/A
16%
External funding
No
32%
Competing interests
N/A
11%
Metric
This journal
Other journals
Articles accepted
12%
33%
Days to publication
241
145
Indexed in
-
—
- Academic society
- N/A
- Publisher
- Septentrio Academic Publishing
Published
2010-11-04
How to Cite
Holmes, E. G. (2010) “Strange Reality: On Glitches and Uncanny Play”, Eludamos: Journal for Computer Game Culture, 4(2), pp. 255–276. doi: 10.7557/23.6047.
Issue
Section
Articles