Bibliography ♯10: Funny Games: understanding videogames as slapstick and the experience of game-worlds as shared cultural references

HUDSON, B., 2014, Funny Games: Understanding Videogames as Slapstick and the Experience of Game-Worlds as Shared Cultural ReferencesEngaging with Videogames: Play, theory and practice, pp.109-120. Inter-Disciplinary press.

 In this source the author examine the fun factor of videogames, not in the part that it is intrinsically fun because the game is intended to be but, the metagame part of the fun that is produced by players in the way of using in-game mechanics for jokes or to try to transmit actions further beyond the capabilities given to their avatars or its environment. It is analyzed the psychology behind the slapstick (violence and feeling of superiority) and the incongruity feel of realism trying to establish connection with players behavior in videogames. The author also discusses the use of these mechanisms to create a new type of humorous content related to videogames and it’s spreading through internet as machinimas, memes and youtube videos.

The use of game as material for creating products of entertaining beyond the game itself has become more and more common in internet. This trending of the game community is beneficial for the game product used due to the great dissemination it receive and the associated raise in sales. Therefore, knowing which factors can produce this reaction in players must be beneficial in the design of a game and its related success.

 

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