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Article

German, English, Spanish, French, Italian

ID: <

oai:doaj.org/article:7e415cf28dc04d469d6a76beb5b7811e

>

·

DOI: <

10.20932/barataria.v0i29.546

>

Where these data come from
Death in the video game: A Mortician’s Tale and the positive vision of death

Abstract

In Western societies, death is living, irony, through dusting, silence and taboo, without acquiring the skills to deal with it in a healthy and positive way. Such an event is as shocking and painful as it is sudden and absolute. In video games, however, death is frequent, common and interactive, even transient and preventable in many cases; sometimes synonymous with victory and reward, others with dramatic clinmax. By contrast, A Mortician’s Tale offers a direct and empirical experience, based on reality, altering our understanding of death through the concept of positive behaviour. The existence of this title marks a turning point in how to understand death and promotes reflection in its players. Through what we have learned, we will seek to offer new ways of including death in the video game in a more ethical, truthful and humane way through what we will call “good dusty”

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