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Gaming and the Virtual Sublime Rhetoric, Awe, Fear, and Death in Contemporary Video Games

   Author: Baturi   |   25 June 2022   |   Comments icon: 0

Gaming and the Virtual Sublime Rhetoric, Awe, Fear, and Death in Contemporary Video Games
Matthew Spokes, "Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games"
English | ISBN: 1838674322 | 2020 | 184 pages | PDF | 3 MB
Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus' jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's 'unpresentable event' and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of


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