PL EN


Journal
2019 | 12 | 213-225
Article title

Glitch as the Representation of the Uncanny in Oxenfree (2016)

Content
Title variants
PL
Glitch jako symbol niesamowitości w Oxenfree (2016)
Languages of publication
EN
Abstracts
EN
The Gothic engages its audiences in the constant play by evoking the same anxieties in its audience and its protagonists. Furthermore, it could be argued that transgressions are its immanent feature. The supernatural elements, with the strong emphasis on the ghosts, often create the feeling of the uncanny, which, defined by the mixing of the familiar with unfamiliar, is not unknown to the video game genre. In the paper I offer a close reading of Oxenfree (2016), demonstrating the Gothic elements featured in the game, concentrating on how the uncanny manifests through the use of the audiovisual glitch.
PL
Gotyk, jako gatunek literacki, wciąga swoich graczy w grę, wywołując w nich ten sam niepokój, który często odczuwają jego bohaterowie. Ponadto nierzadko ważny jego element stanowi transgresywność, przejawiająca się chociażby w elementach nadprzyrodzonych. Na szczególną uwagę zasługują tutaj duchy, wywołujące uczucie niesamowitości spowodowane przez spotkanie znanego z tym, co obce. Na element ten często trafić można w grach wideo. W artykule przyjrzę się grze Oxenfree (2016), wskazując na jej gotyckie elementy oraz ukazując, w jaki sposób niesamowitość przejawia się poprzez audiowizualny glitch.
Journal
Year
Issue
12
Pages
213-225
Physical description
Dates
published
2019-12-19
Contributors
References
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Document Type
Publication order reference
Identifiers
YADDA identifier
bwmeta1.element.desklight-d51d77ff-fdcc-4691-ae1b-1691e6a6f00a
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