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Journal

2019 | 1(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

Pages

213-225

Physical description

Dates

published
2019-12-19

Contributors

  • Maria Curie-Skłodowska University in Lublin

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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