期刊
RUSSIAN LITERATURE
卷 138, 期 -, 页码 193-215出版社
ELSEVIER
DOI: 10.1016/j.ruslit.2022.11.004
关键词
Digital games; Narratology; Media theory; Intertextuality; New media; Digital humanities
This article analyzes a recent Russian computer game, Pathologic 2, which simulates an epidemic in a Russian provincial town. The game has been widely referred to as a literary experience, exploring the possibility of digital games connecting with the concept of literariness. By incorporating material from famous texts by Dostoevsky and Blok, the game reduces Russian literature to a trans-media phenomenon, influenced by networked computing and contemporary geopolitics.
This article offers an analysis of a recent Russian computer game, Pathologic 2, which simulates an epidemic in a Russian provincial town. Unusually, the game has widely been called a literary experience by both its players and creators. By making use of theories of narration and mediation from Peter Brooks, Friedrich Kittler, and Patrick Jagoda, I ask whether the medium of the digital game can ever produce an experience that is related to or informed by the concept of literariness in both a Russian Formalist and broadly intellectual sense. By exploring how Pathologic 2 incorporates material from well-known texts by Fedor Dostoevskii and Aleksandr Blok, I argue that the digital game reduces Russian literature to a trans-medial phenomenon, and that this reduction can be understood as one impact of twenty-first-century networked computing on literary activity and institutions. Moreover, I consider the impact of contemporary geopolitics on how the global industry of digital games understands Russia and, by extension, Russian literature.& COPY; 2022 Elsevier B.V. All rights reserved.
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