Crudely, a Machine. The Dream Machine Through the Lens of Russian Formalism

annif.suggestionsdigital games|video games|computer games|game research|aesthetics|horror|role-playing games|history|tales|virtual reality|enen
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p17281|http://www.yso.fi/onto/yso/p3453|http://www.yso.fi/onto/yso/p21187|http://www.yso.fi/onto/yso/p5196|http://www.yso.fi/onto/yso/p4440|http://www.yso.fi/onto/yso/p4295|http://www.yso.fi/onto/yso/p1780|http://www.yso.fi/onto/yso/p4990|http://www.yso.fi/onto/yso/p7990en
dc.contributor.authorSerada, Alesha
dc.contributor.departmentfi=Ei tutkimusalustaa|en=No platform|-
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.orcidhttps://orcid.org/0000-0001-6559-7686-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2022-09-21T13:10:45Z
dc.date.accessioned2025-06-25T13:35:42Z
dc.date.available2022-09-21T13:10:45Z
dc.date.issued2022-08-29
dc.description.abstractThis article explains how specific aesthetic decisions work in the game The Dream Machine. I analyze it through the lens of Russian Formalism: particular techniques of making a video game are judged through Shklovsky’s Art as a Technique, and the problem of the game genre is presented through Tynianov’s The Literary Fact. Theoretically, I aspire to reclaim the original context for these ideas, which is surprisingly relevant to contemporary horror media. Digital games as an artistic form re-introduce the effect of estrangement into the ongoing experiments with their medium; in The Dream Machine, this effect is created by replacing a digital simulacrum of computer generated imagery with high resolution scans of real life objects, made of modeling clay, cardboard and found objects. I label this technique “scary matter”, and it can be found both in games, animation films and pop music videos, such as Peter Gabriel’s Sledgehammer. The medium of a digital game suggests it is timeless and infinitely replayable, which intensifies the effect of estrangement in the case of always-already dead ‘scary matter’.-
dc.description.notification© 2022 Authors. Published in Topos by European Humanities University This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 International License. This journal allows the author(s) to hold the copyright without restrictions. Topos Journal uses CC BY-NC-ND 4.0 license (license URL: http://creativecommons.org/licenses/by-nc-nd/4.0)-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.format.extent14-
dc.format.pagerange163-176-
dc.identifier.olddbid16856
dc.identifier.oldhandle10024/14574
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/2380
dc.identifier.urnURN:NBN:fi-fe2022092159818-
dc.language.isoeng-
dc.publisherEuropean Humanities University-
dc.relation.ispartofjournalTopos-
dc.relation.issn1815-0047-
dc.relation.issue1-
dc.relation.urlhttp://journals.ehu.lt/index.php/topos/article/view/1125-
dc.rightsCC BY-NC-ND 4.0-
dc.source.identifierScopus:85137007329-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/14574
dc.subjectanimation-
dc.subjectestrangement-
dc.subjectindie games-
dc.subjectscary matter-
dc.subjectUncanny-
dc.subject.disciplinefi=Viestintätieteet|en=Communication Studies|-
dc.subject.ysohorror-
dc.titleCrudely, a Machine. The Dream Machine Through the Lens of Russian Formalism-
dc.type.okmfi=A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä|en=A1 Peer-reviewed original journal article|sv=A1 Originalartikel i en vetenskaplig tidskrift|-
dc.type.publicationarticle-
dc.type.versionpublishedVersion-

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