Trauma in Autobiographical Videogames: The Case of Father and I (2012)
Although trauma and memory have been a focus of cultural studies for more than twenty years now, few scholarly works focus on medium-specific representations of trauma and even fewer comment on the tendency of trauma representations to be autobiographical in the 21st Century. The present paper is pa...
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University of Bucharest
2018-04-01
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Online Access: | http://www.intersections-journal.com/wp-content/uploads/2018/04/Loredana-Bercuci-article.pdf |
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doaj-eb350f59ecfe43419216cda84fbe96e52020-11-24T23:08:36ZengUniversity of BucharestIntersections2068-34722068-34722018-04-01201639Trauma in Autobiographical Videogames: The Case of Father and I (2012)Loredana Bercuci0West University of TimisoaraAlthough trauma and memory have been a focus of cultural studies for more than twenty years now, few scholarly works focus on medium-specific representations of trauma and even fewer comment on the tendency of trauma representations to be autobiographical in the 21st Century. The present paper is part of a larger project that seeks to tackle precisely these issues. Here, I look at the representation of trauma in a relatively recent autobiographical video game, namely Vince Caballero’s Father and I (2012). I argue that the use of trauma as a trope adds a further narrative demand to video games, making it even more difficult to negotiate the specificities of the medium. At the same time, however, it functions as a stock story that enhances the narrative dimensions of the game under discussion.http://www.intersections-journal.com/wp-content/uploads/2018/04/Loredana-Bercuci-article.pdfautobiographynarrativerulestraumavideo games |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Loredana Bercuci |
spellingShingle |
Loredana Bercuci Trauma in Autobiographical Videogames: The Case of Father and I (2012) Intersections autobiography narrative rules trauma video games |
author_facet |
Loredana Bercuci |
author_sort |
Loredana Bercuci |
title |
Trauma in Autobiographical Videogames: The Case of Father and I (2012) |
title_short |
Trauma in Autobiographical Videogames: The Case of Father and I (2012) |
title_full |
Trauma in Autobiographical Videogames: The Case of Father and I (2012) |
title_fullStr |
Trauma in Autobiographical Videogames: The Case of Father and I (2012) |
title_full_unstemmed |
Trauma in Autobiographical Videogames: The Case of Father and I (2012) |
title_sort |
trauma in autobiographical videogames: the case of father and i (2012) |
publisher |
University of Bucharest |
series |
Intersections |
issn |
2068-3472 2068-3472 |
publishDate |
2018-04-01 |
description |
Although trauma and memory have been a focus of cultural studies for more than twenty years now, few scholarly works focus on medium-specific representations of trauma and even fewer comment on the tendency of trauma representations to be autobiographical in the 21st Century. The present paper is part of a larger project that seeks to tackle precisely these issues. Here, I look at the representation of trauma in a relatively recent autobiographical video game, namely Vince Caballero’s Father and I (2012). I argue that the use of trauma as a trope adds a further narrative demand to video games, making it even more difficult to negotiate the specificities of the medium. At the same time, however, it functions as a stock story that enhances the narrative dimensions of the game under discussion. |
topic |
autobiography narrative rules trauma video games |
url |
http://www.intersections-journal.com/wp-content/uploads/2018/04/Loredana-Bercuci-article.pdf |
work_keys_str_mv |
AT loredanabercuci traumainautobiographicalvideogamesthecaseoffatherandi2012 |
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1725613430916775936 |