On the de-familiarizing and re-ontologizing effects of glitches and glitch-alikes
Keywords:
glitchAbstract
Interactive digital experiences are understood as disclosing possibilities of being that can extend beyond the actual. The ways in which those experiences prompt their audiences to interactively apply and repurpose their cognitive faculties are constrained by the technical possibilities of the digital medium. This entails that the transformative activities invited and upheld by the computer depend on the functional affordances of digital technology as well as on the specific ways in which it errs and malfunctions. In this paper, I discuss non-catastrophic computer malfunctions (i.e. glitches) as potentially introducing aspects of surprise, ambiguity, and humor in the interactive experience of a virtual world. Computer glitches can also be intentionally designed to be a constitutive part of a virtual world and triggered deliberately; these types of glitches are used as expressive tools that can stimulate critical thought and make us suspicious of the stability and the validity of our world-views.Downloads
Published
2019-01-01
Bibtex
@Conference{digra1060, title ="On the de-familiarizing and re-ontologizing effects of glitches and glitch-alikes", year = "2019", author = "Gualeni, Stefano", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1060}", booktitle = "Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix"}
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Papers
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