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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Bibliographic Details
Main Author: Loredana Bercuci
Format: Article
Language:English
Published: University of Bucharest 2018-04-01
Series:Intersections
Subjects:
Online Access:http://www.intersections-journal.com/wp-content/uploads/2018/04/Loredana-Bercuci-article.pdf
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spelling 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
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