Detention
Game
Documents about Detention
Whitepaper3 pages
Tangible and Terrifying: Cultural Heritage Representation in Chinese Horror Games
This study examines how Chinese horror games represent cultural heritage, organizing its analysis around two dimensions: "Tangible (Perceptible Heritage)" and "Terrifying (Affective Heritage)."
- Chinese horror games act as significant, if largely unintentional, carriers of Chinese cultural heritage, with the horror genre serving as the key link between tangible (perceptible) heritage and affective heritage.
- The study organizes its analysis around two dimensions: 'Tangible (Perceptible Heritage)', where games reconstruct recognizable material spaces and embed folk customs, symbols, and rituals, and 'Terrifying (Affective Heritage)', where horror mechanics use these elements as triggers to amplify emotional responses.
- Three case studies, Paranormal HK, Detention, and Firework, anchor the analysis of how these games reconstruct real-world spaces and cultural elements.
DiGRANov 2025
Whitepaper3 pages
Gamifying Race: Play as Apparatus and Ludic Asianness as Diffracted Realities
This paper argues that video games and players come into epistemic existence through Karen Barad's concept of intra-action, such that the act of play transforms programs, codes, and audiovisual materials into "video games" and transforms those who play into "players."
- The paper argues that games and players are ontologically inseparable, mutually constituted through play: play turns programs and audiovisual materials into 'video games' and turns participants into 'players,' rejecting the presumption of a pre-existing separate player (drawing on Karen Barad's intra-action and Donna Haraway's diffraction).
- The paper's central conclusion is that production locale, developer background, and setting are less useful criteria for defining 'Asian games' than examining how ludic race, games, and players are jointly configured through play.
- 'Ludic Asianness' is presented as not intrinsic to players but gradually produced through ludic design that interpellates players as Asian protagonists, building on Christopher B. Patterson's idea of ludic race as virtual identity tourism.
DiGRASep 2024
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