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dc.contributor.authorGazzard, Alison
dc.contributor.authorPeacock, Alan
dc.date.accessioned2012-04-12T15:58:01Z
dc.date.available2012-04-12T15:58:01Z
dc.date.issued2012-03-02
dc.identifier.citationGazzard , A & Peacock , A 2012 , ' Repetition and Ritual Logic in Videogames ' , Games and Culture , vol. 6 , no. 6 , pp. 499-512 . https://doi.org/10.1177/1555412011431359
dc.identifier.issn1555-4120
dc.identifier.otherPURE: 637980
dc.identifier.otherPURE UUID: abda3648-5fea-41f0-8316-30d71f714109
dc.identifier.otherScopus: 84857816786
dc.identifier.urihttp://hdl.handle.net/2299/8315
dc.description.abstractBy moving away from a model of ritual that focuses on magic and fantasy worlds, this article seeks to broaden the discussion of ritual actions, performances, and objects in first- and third-person video games. Ritual will be understood through the idea of a “ritual logic” that enables the wider associations of ritual in the virtual as opposed to the real world to be analyzed, and through the key element of repetition in game play. In part derived from the intertextuality of video game genres and associated popular culture artifacts such as films and novels, ritual logic contributes to the players’ knowledge and understanding of what ritual is and what ritual does in the game, and how ritual can be used to progress its narrative and play trajectories.en
dc.language.isoeng
dc.relation.ispartofGames and Culture
dc.titleRepetition and Ritual Logic in Videogamesen
dc.contributor.institutionSchool of Creative Arts
dc.contributor.institutionSocial Sciences, Arts & Humanities Research Institute
dc.contributor.institutionArt and Design
dc.contributor.institutionMedia Research Group
dc.description.statusPeer reviewed
dc.relation.schoolSchool of Creative Arts
dcterms.dateAccepted2012-03-02
rioxxterms.versionVoR
rioxxterms.versionofrecordhttps://doi.org/10.1177/1555412011431359
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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