Parasite Eve
Game
2 documents in the library are about Parasite Eve, from writers such as DiGRA and Press Start. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Parasite Eve, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Parasite Eve
Whitepaper4 pages
Artificial Pleasures and Ideological Subjectivation in Video Games: The Function of Positive Artefact Emotions in the Naturalisation of Ideology
This paper examines how positive "artefact emotions" in video games contribute to the naturalization of ideology, bridging emotional rhetoric analysis with Marxist ideology critique.
- The paper argues that player empathy with the playable character is a third necessary pillar of ideological naturalisation, alongside the realism and engaging design emphasised in standard Marxist accounts, because empathy morally validates artificial domination as natural order.
- Empathy transfers ethical value from the protagonist's agency to the game world and its implicit ideology, so players come to endorse the system through the character they identify with.
- The author distinguishes world-represented emotions, produced by scripted narrative casting the protagonist as victim and antagonist as wrongdoer, from artefact emotions, which arise from the artificial manner in which characters and spaces are represented.
DiGRAJun 2026
Whitepaper21 pages
Aya of the Beholder: An Examination of the Construction of Real-World Locations in Parasite Eve
Video games construct virtual environments not as literal simulations of physical geography, but as curated spaces designed to evoke a specific sense of place through semiotic shorthand.
- Video game environments do not require one-to-one physical accuracy to successfully evoke a real-world location, as players use semiotic shorthand to bridge the gap between virtual spaces and actual places.
- In Square's 1998 title Parasite Eve, Manhattan is represented through an abstract overworld map that intentionally excludes or minimizes major areas like Harlem and Times Square while highlighting specific landmarks like the World Trade Center.
- Game developers prioritize 'gamic action' and player experience over geographical realism, often compressing distances or altering layouts to accommodate gameplay mechanics, such as the proximity of the Central Park Zoo to the Bandshell in Parasite Eve.
Press StartMar 2019