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Full-Text Articles in Social and Behavioral Sciences
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
Science-Fictional North Korea: A Defective History, Seo-Young J. Chu
Science-Fictional North Korea: A Defective History, Seo-Young J. Chu
Publications and Research
- Kafkaesque, Orwellian, eerie, surreal, bizarre, grotesque, alien, wacky, fascinating, dystopian, illusive, theatrical, antic, haunting, apocalyptic: these are just a few of the vaguely science-fictional adjectives that are now associated with North Korea. At the same time, North Korea has become an oddly convenient trope for a certain aesthetic – an uncanny opacity; an ominous mystique – that many writers and artists have exploited to generate striking science-fictional effects in texts with little or no connection to North Korean reality. (The 2002 Bond film Die another Day, for example, draws from North Korea’s science-fictional aura to animate North Korean super-villains who …