This thesis establishes the Japanese otome visual novel genre of media as a new, digital type of immersive multimodal reading for women. Otome revives the bygone late 20th-century academic debate...Show moreThis thesis establishes the Japanese otome visual novel genre of media as a new, digital type of immersive multimodal reading for women. Otome revives the bygone late 20th-century academic debate on interactive fiction, as the subgenre challenges the categories of media as we understand them: the otome visual novel format combines romantically-themed prose with visual, audial, and interactive elements. Otome visual novels evoke a feeling of influence over the plot progression through interactivity, yet present walls of text as their method of story-building and therefore require a significant amount of reading, which could preclude their consideration as either literature or games per se. Because of this generic ambiguity, visual novels have long been overlooked in academia. This thesis presents a comprehensive analysis of otome visual novels as part of Japanese (women’s) reading habits using Espen Aarseth’s concept of ‘ergodic literature’, supported by theory from Reading Studies, Literature Studies, and Game Studies. In doing so, this thesis sheds light on the subgenre’s immense popularity in its country of origin and illuminates its unique position to bridge the academic fields of Literature Studies and Game Studies in the digital age.Show less
Race in fantasy offers a ‘safe space’ to engage with racial discourse, but races are often narrowed down to one dimensional stereotypes. Guild Wars 2 is a Massive Multiplayer Online Role Playing...Show moreRace in fantasy offers a ‘safe space’ to engage with racial discourse, but races are often narrowed down to one dimensional stereotypes. Guild Wars 2 is a Massive Multiplayer Online Role Playing Game that features race in a similar way, but offers insight in various themes regarding racial discourse, postcolonialism and International Relations. Videogames more so than other popular media, have the power to be political because they allow for interactive engagement with the medium. This thesis presents the argument that engagement with fantasy games featuring racial discourse can open up valuable and critical discussions of multiculturalism, the meaning of race, Orientalism and postcolonialism in our real life societies.Show less
As the game industry grows larger, game localization becomes more important. This thesis focuses on the way game localizers deal with the translation of Japanese role language in two entries of the...Show moreAs the game industry grows larger, game localization becomes more important. This thesis focuses on the way game localizers deal with the translation of Japanese role language in two entries of the popular Final Fantasy franchise.Show less
Research master thesis | Literary Studies (research) (MA)
open access
Digital games provide a fruitful comparison to ideologies due to their resemblance to ideologies as an organizing structures entered into; as well as due to their serving as a systematic test case...Show moreDigital games provide a fruitful comparison to ideologies due to their resemblance to ideologies as an organizing structures entered into; as well as due to their serving as a systematic test case for alternatively organized (ideological) worlds. They do so perhaps more than linear narrative media, as game-play presents both fictional worlds, systems and spect-actors whom are present as participatory agents. By addressing the structural parallels between ideology and digital games as organizations of quasi-natural conventions, I argue in this thesis that games have the capacity to model, propose and reflect on ideologies. Comparing roughly twenty years of scholarship on ideological play, ludology, narratology, game design, proceduralism and play-centred studies, I argue that games dynamically present stylized simulations of a possible world, occurring to the subject of play in a here-and-now that at once grants autonomy while doing so in a paradoxically rigid structure of affordances, constraints and desires. That subject of play, meanwhile, is split between played subject (the presented avatar and the game’s content); the playing subject as demanded by the ludic power structure of rules; and the interpreting subject that is tasked to understand and inform the process of game-play. Through close analyses of Cart Life, the Stanley Parable and Spec Ops: the Line I argue for game-play as a dialectical process, beyond academic scholarship that posits either games as procedural systems of interpellation or play as mythical unrestrained creativity. An understanding of game-play as dialectical process akin to the relation between subjects and ideological power structures furthermore demands a recognition of the critical potential of game-play. Through theatrical techniques of enstrangement, game-play may reveal uncritical familiarity with the quasi-natural conventions of ideology – be they generic, social or political.Show less