The Batman
Game
2 documents in the library are about The Batman, from writers such as Eludamos: Journal for Computer Game Culture and The Game Business. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside The Batman, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about The Batman
Interview: Netflix Wants to Become the ‘Place to Play a Story’
Netflix is positioning its games division as a place where people can "play a story," and its horror title Unhinged serves as the clearest test of that idea.
- Netflix aims to become a primary platform for interactive storytelling, specifically targeting its existing 700 million viewers who consume films and series, rather than traditional gamers.
- Netflix's new narrative game, "Unhinged," is a horror thriller starring Sadie Sink, Zoë Kravitz, and Troy Baker, designed to be an approachable, short experience (20-60 minutes) for a broad audience.
- The game utilizes the mobile phone as both a controller and an integral part of the narrative experience, evolving the 'found phone' genre previously explored in titles like the Mr. Robot game.
Gaming and the 'Parergodic' Work of Seriality in Interactive Digital Environments
Shane Denson's essay argues that seriality in videogames marks a shift from a "parergonal" logic, in which serial figures such as Batman move across analog media and blur the boundary between frame and world, to a "parergodic" logic shaped by the interactive, labor-based navigation of networked digital environments.
- Shane Denson argues that videogame seriality has shifted from a 'parergonal' logic, where figures like Batman move across analog media and blur frame and world, to a 'parergodic' logic shaped by interactive, labor-based navigation of networked digital environments.
- Denson's central case study traces the Batman franchise from Miller and Moore's 1980s graphic novels through Burton's and Nolan's films to the Arkham games, Telltale's episodic adventures, and Arkham VR.
- Denson reads the simulated glitch and crash in Arkham Asylum, which many players mistook for hardware failure, as a moment that exposes the precarity of ergodic play and links it to Sartre's concept of alienated seriality.