| Dismembers of the audience: the expulsive, explosive force of bodies in games |
| Full text |
Pdf
(119 KB)
|
| Source
|
ACM International Conference Proceeding Series; Vol. 305
archive
Proceedings of the 4th Australasian conference on Interactive entertainment
table of contents
Melbourne, Australia
Article No. 15
Year of Publication: 2007
ISBN:978-1-921166-87-7
|
|
Author
|
|
| Sponsors |
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 10, Downloads (12 Months): 37, Citation Count: 0
|
|
|
ABSTRACT
In this paper, a conceptual framework is developed for critiquing extreme violence in computer and videogames from an aesthetic perspective. In particular focus is the common play element of 'corpseplay' and the reduction of the physical form into 'gibs', chunks and blood. What occurs when the player turns enemies into a screaming ballet of slow-motion meat? The mechanics underlying games suggest a release of forces and tensions, so how does it become possible, if at all, to speak in general and specific terms about extreme videogame violence?
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
DeLillo, Don. Mao II. New York, N.Y., U.S.A.: Viking, 1991.
|
| |
2
|
Published in King, Geoff, and Tanya Krzywinska. Screenplay: Cinema/Videogames/Interfaces. London: Wallflower Press, 2002.
|
| |
3
|
Perron, Bernard. Paper Presented at 'Aesthetics of Play' conference, "Coming to Play at Frightening Yourself: Welcome to the World of Horror Video Games", Norway, October 2005
|
| |
4
|
Condon, Brody Kiel. Suicide Solution, (video), 2004.
|
| |
5
|
Condon, Brody Kiel. Where Do Virtual Corpses Go? Thesis (M.F.A.)--University of California, San Diego, 2002
|
| |
6
|
Brophy, Philip, The Body Horrible, First published in Interventions Nos. 21/22, Sydney, 1988
|
| |
7
|
|
|