2023
Mejía-Alandia, Diego A.; Navarrete-Cardero, Luis
«Mops Blocking the Way» Walking Simulators, Playful Nostalgia, and the Aesthetics of Unresolved Authoritarian Pasts in Online Gaming Communities Journal Article
In: adComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación, no. 26, pp. 51-76, 2023, ISSN: 2174-0992.
Abstract | Links | Tags: Comunidades online, Player experience, Post-communist nostalgia, Post-francoist nostalgia, Reflective nostalgia, Walking simulator
@article{Mejía-Alandia2023,
title = {«Mops Blocking the Way» Walking Simulators, Playful Nostalgia, and the Aesthetics of Unresolved Authoritarian Pasts in Online Gaming Communities},
author = {Diego A. Mejía-Alandia and Luis Navarrete-Cardero},
url = {DOI: http://dx.doi.org/10.6035/adcomunica.7335
https://www.e-revistes.uji.es/index.php/adcomunica/article/view/7335/7793},
doi = {10.6035/adcomunica.7335},
issn = {2174-0992},
year = {2023},
date = {2023-07-03},
urldate = {2023-07-03},
journal = {adComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación},
number = {26},
pages = {51-76},
abstract = {This paper considers the two short indie video games It’s Winter (2019) and ROJO: A Spanish Horror Experience (2020) as a comparative case study suggesting that the walking simulator genre is an exceptional vehicle for a playful communal explo-ration of authoritarian pasts, inasmuch as the nostalgic aesthetics and historical backdrops of these games—post-Soviet and post-Francoist nostalgia, respectively—made them go viral in their home countries when released, stirring up controver-sy in the local press as well as in various digital forums. Following a qualitative method design, our study aims to answer the question: do these games have the desire to become a representation of the past or are they just examples of how new generations of gamers relate to it? With this in mind, we analyzed nostalgic dis-courses found in the comment sections of online streaming parties, press coverage, and official websites of both games. After analyzing 711 interactions on It’s Winterand 599 on ROJO, we found marked social differences in the discursive approach to the games’ nostalgic aesthetics as well as differences across platforms, particu-larly in the case of ROJO. Our analysis shows that these games do nottalk about the past in a historical or narrative sense, rather the aesthetic legacy of the spaces represented relates them to historical processes of unresolved national pasts.},
keywords = {Comunidades online, Player experience, Post-communist nostalgia, Post-francoist nostalgia, Reflective nostalgia, Walking simulator},
pubstate = {published},
tppubtype = {article}
}
Mejía-Alandia, Diego A
Walking simulators como nostalgia reflectiva Proceedings Article
In: DiGRA España 2023: EL VIDEOJUEGO EN ESPAÑA: Historia, Identidad, Cultura, pp. 82-87, Digital Games Research Association, 2023.
Links | Tags: Comunidades online, Nostalgia franquista, Nostalgia postcomunista, Nostalgia reflectiva, Player experience, Walking simulator
@inproceedings{Mejía-Alandia2023b,
title = {Walking simulators como nostalgia reflectiva},
author = {Diego A Mejía-Alandia},
url = {http://xn--diseoynarracionvideojuegos-krc.es/digraes23/assets/files/DiGRAES23_Libro_de_Actas_v1.pdf},
year = {2023},
date = {2023-04-25},
urldate = {2023-04-25},
booktitle = {DiGRA España 2023: EL VIDEOJUEGO EN ESPAÑA: Historia, Identidad, Cultura},
pages = {82-87},
publisher = {Digital Games Research Association},
keywords = {Comunidades online, Nostalgia franquista, Nostalgia postcomunista, Nostalgia reflectiva, Player experience, Walking simulator},
pubstate = {published},
tppubtype = {inproceedings}
}
