Near-Death Experience in Video Games or How Looking Death in the Eyes Can Be a Sales ConceptThe Case of Blasphemous from an Anthropological, Metaphysical, and Promotional Standpoint

  1. Ros Velasco, Josefa
  2. San Nicolás Romera, César
  3. Nicolás Ojeda, Miguel Ángel
Journal:
Escritura e imagen

ISSN: 1885-5687

Year of publication: 2022

Issue: 18

Pages: 45-65

Type: Article

DOI: 10.5209/ESIM.84833 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Escritura e imagen

Abstract

Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating culture and horizons of meaning– not just the video game as a device, but also the full transmedia promotional narrative in which players participate first-hand. In this article, we analyze the anthropological and metaphysical components of the representation of death in video games following the German philosopher Hans Blumenberg’s theory of the absolutism of reality, as well as the case of Blasphemous and its promotional storytelling to determine how death appears as a sales concept in the publicity due to its place in the players’ common symbolic consciousness.

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