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DiGRA
The work fuses Game Studies with Gothic Studies and treats gamification as a form of remediation.
Tanya Krzywinska's "Gamification of Gothic" argues that a Gothic critical lens offers sharper insight into videogames than has previously been applied, despite the frequent appearance of Gothic themes across game genres. The work positions itself as a fusion of Game Studies and Gothic Studies, treating "gamification" as a form of remediation and drawing on both textual and experiential approaches to play. Its central move is to establish five coordinating nodes for evaluating Gothic in games: character and story patterns, mise-en-scène and style, affect, entropy, and the sublime. The "false hero" protagonist serves as the initial benchmark for this framework.
The analysis contends that most mainstream games, structured around progression, winnable conditions, and temporary death, resist the entropy that defines authentically Gothic experience. A smaller group of titles, by contrast, employs game mechanics, player vulnerability, and melancholic or unwinnable outcomes to produce a more genuinely Gothic affect, with dread and claustrophobia often arising from the deliberate redaction of player agency. Gothic's recognizability as a commercial marketing label is treated as a critical resource, one that can be used to interrogate normative assumptions about mastery and agency in game design.
The scope is interdisciplinary and focused on the videogame medium, drawing on scholarship spanning games studies, Gothic literature, horror, and narrative theory. Its ludography encompasses a range of Gothic-themed titles, including Dark Souls 2, the Silent Hill series, Bioshock, and Dear Esther. The supplied material leaves the empirical detail of the document's body text unavailable, so the summary reflects its conceptual framework and stated arguments rather than specific case analyses.
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DiGRA · 2025