Laughing to Die
Game
2 documents in the library are about Laughing to Die, from writers such as DiGRA. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Laughing to Die, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Laughing to Die
Playing Anachronism in Time: Towards the Ludobiography in the Context of Chinese Indie Games
The article explores the concept of "ludobiography" within the context of Chinese indie games, analyzing how these games utilize anachronism as both a critical and aesthetic strategy.
- Anachronism, drawn from Georges Didi-Huberman, is presented as both a critical and aesthetic strategy for Chinese indie creators caught between drawing on traditional cultural resources and pursuing realist authenticity.
- The paper extends Rob Gallagher's concept of ludobiography, autobiographical games that challenge humanist assumptions about selfhood, to Chinese indie games analysed through temporality, arguing videogames can extend players' agency across multiple temporalities.
- Internationally recognised Chinese indie games are predominantly visual novels with strong autobiographical impulses, often shaped by resource constraints and the precarity of creators' social circumstances.
The Terrible Victims: "Female Ghosts" as a Cultural Symbol in Chinese Indie Video Games
This paper examines the symbolic function of female ghosts in the horror puzzle genre of Chinese indie video games, arguing that these spectral figures give expression to anxieties about gender, memory, and justice that are difficult to voice openly.
- The paper argues female ghosts in Chinese indie horror puzzle games act as "terrible victims" who reclaim narrative space and ethical agency, expressing anxieties about gender, memory, and justice that are hard to voice openly.
- Analysis of four titles (Detention 2017, Blind Village 2022, Laughing to Die 2024, Firework 2021) identifies two archetypes, the wrathful avenger and the empathetic helper, each shaped by regional context.
- In Detention, the ghost serves as an ethical witness to Taiwan's White Terror, prompting civic reflection on guilt and remembrance, whereas Blind Village presents a vengeful folk-derived spirit reflecting anger over gender injustice and institutional failure in mainland settings.