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 language | English |
|---|---|
| Journal | International Journal of Transmedia Literacy |
| Volume | 4 |
| DOIs | |
| Publication status | Published - 1 Dec 2018 |
Keywords
- Dear Esther (game); video games; storyworld; gameworld; second person address
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