SMARTech   Library Home
 

Georgia Tech's Institutional Repository >
Georgia Tech Theses and Dissertations >
Georgia Tech Theses and Dissertations >

Please use this identifier to cite or link to this item: http://hdl.handle.net/1853/24613

Title: Geographies of the underworld: the poetics of chthonic embodiment and game worlds
Authors: Fletcher, Kathryn DeWitt
Literature, Communication, and Culture
Advisor: Committee Chair: Michael Nitsche, Ph.D.; Committee Member: Celia Pearce, Ph.D.; Committee Member: Eugene Thacker, Ph.D.; Committee Member: T. Hugh Crawford, Ph.D.
Subjects : Video game studies
WoW
World of Warcraft
Space
Avatar
Multiplayer
MMO
Phenomenology
Myth
Virtual
Dante
Inferno
Purgatory
Divine Comedy
Digital media
Dead Mythology
Dead Folklore
Spirits
Mythology
Video games
Spatial behavior
Issue Date: 30-Jun-2008
Publisher: Georgia Institute of Technology
Abstract: A concept of underworld runs through many cultures. These realms of spirits and the dead generally share several key characteristics, despite their varied and separate traditions. The commonalities among these different mythological places make it possible to generalize certain characteristics as chthonic for descriptive and analytical purposes. The underworld has appeared widely in video games throughout their history. I argue that the remarkable prevalence reflects a formal relationship between the underworld and video games; specific elements in mythic underworlds comprise a chthonic poetics that resonates with video game worlds and affordances. Video games uniquely support the spatial, thematic, and narrative elements that characterize underworlds and the philosophical questions they engage. Embodiment binds these elements together; they are unintelligible without this core perspective. The body sits at the axis of experience in mythic underworlds like the one described by Dante in the Divine Comedy and in game worlds like the one in World of Warcraft. It provides the medium through which we can experience these simulations as worlds rather than mere information structures. Other formal elements give context and direction to that embodied experience, and exploring how these interact with embodiment can expand our understanding of chthonic embodiment and the experience of space in virtual worlds. Three primary forces acting on the agency, subjectivity and control of the body structure that experience, which in turn reflects the ways of being that emerge from chthonic contexts. By incorporating these forces into their gameplay and narrative structure, games provide more direct access to the mythic power associated with the underworld than previous media forms.
Type: Thesis
URI: http://hdl.handle.net/1853/24613
Appears in Collections:School of Literature, Communication, and Culture Theses and Dissertations
Georgia Tech Theses and Dissertations

Files in This Item:

File Description SizeFormat
fletcher_kathryn_d_200808_mast.pdf8.2 MBAdobe PDFView/Open

Items in SMARTech are protected by copyright, with all rights reserved, unless otherwise indicated.

 

Valid XHTML 1.0! DSpace Software Copyright © 2002-2007 MIT and Hewlett-Packard - Feedback