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'You were all the world like a beach to me' the use of second person address to create multiple worlds in literary video games: 'Dear Esther', a case study

  • H. Colthup

    Research output: Contribution to journalArticlepeer-review

    Abstract

    This paper focuses on the problematic overlapping uses of 'you' within the video game Dear Esther (The Chinese Room, 2012) and how this gives rise to an uneasy and personalised experience rather than a fixed canonical reading. Dear Esther is a Walking Simulator and this type of video game is concerned with telling a story and not the conventional binary win or lose outcome of many other video games. The simple game mechanics reliant upon the player moving around a simulated space in order to learn the story means that a literary analysis is better suited to understanding the transmedia story worlds. Literary fiction uses multiple varieties of second person address to create story worlds, Walking Simulators encourage players to actively identify themselves not with but as the main story protagonist, and the use of second person address largely drives this identification.
    Original languageEnglish
    JournalInternational Journal of Transmedia Literacy
    Volume4
    DOIs
    Publication statusPublished - 1 Dec 2018

    Keywords

    • Dear Esther (game); video games; storyworld; gameworld; second person address

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