Special Thematic Block II Affect, Immersion, and Games Guest Editors: Norbert Krek and Zsófia O. Réti
Data publikacji: 14 lis 2023
Zakres stron: 343 - 362
DOI: https://doi.org/10.30608/hjeas/2023/29/2/7
Słowa kluczowe
© 2023 Imola Bülgözdi, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
The narrative-adventure game,
Relying on Aubrey Anable’s definition of video games as affective systems, the article demonstrates that the player’s non-linear, rhizomic wandering results in a more accurate, affective cartography of the USA and provides the opportunity to tap into the experience of becoming posthuman via a marginalized avatar.