Video Game Revelations and the Creative Process in Limbo

The narratives of video games can be difficult to unpack compared to traditional modes of storytelling found in mediums like literature and film. One unique characteristic of this digital medium is that players are shown a special game over screen when they die. The visuals that light up these scree...

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發表在:URI:https://journals.openedition.org/interfaces,
主要作者: Paladino, Serafina
格式: Article ou chapitre numérique
語言:Anglais
出版: Interfaces 2026
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在線閱讀:Accès Université d'Orléans et IFPM
Accès Université d'Orléans et IFPM
id openedition-oai:revues.org:interfaces_11872
record_format openedition
spelling openedition-oai:revues.org:interfaces_11872 https://doi.org/10.4000/16ovg en https://journals.openedition.org/interfaces/11872 2026-08-26T02:00:00Z info:eu-repo/semantics/openAccess article info:eu-repo/semantics/article urn:handle:20.500.13089/16ovg https://creativecommons.org/licenses/by/4.0/ Video Game Revelations and the Creative Process in Limbo Interfaces Université Bourgogne Europe info:eu-repo/semantics/reference/issn/2647-6754 info:eu-repo/semantics/reference/issn/1164-6225 URI:https://journals.openedition.org/interfaces Paladino, Serafina jeux vidéo révélation limbes jeux de rôle JRPG pèlerinage Shin Megami Tensei réception de Dante video games revelation limbo role-playing games JRPGs pilgrimage Shin Megami Tensei Dante reception The narratives of video games can be difficult to unpack compared to traditional modes of storytelling found in mediums like literature and film. One unique characteristic of this digital medium is that players are shown a special game over screen when they die. The visuals that light up these screens borrow heavily from Christian imagery of the past by depicting angels and the afterlife. As a researcher, a part of the TheoArtistry: Text & Image scheme, my group’s theme was “(Dis)embodied” and the final project we created engaged with the “act of looking” while living in a virtual world during the pandemic. Our contribution to TheoArtistry illuminates how religion is given new life in popular culture and how artists can channel its influences through text, image, and even video games. Les récits des jeux vidéo peuvent être difficiles à analyser par rapport aux modes de narration traditionnels que l’on retrouve dans des médias comme la littérature et le cinéma. Une caractéristique unique de ce médium numérique est que les joueurs voient un écran de « game over » lorsqu’ils meurent. Les visuels qui apparaissent sur ces écrans empruntent largement à l’imagerie chrétienne du passé, en représentant des anges et l’au-delà. En tant que chercheuse participant au programme TheoArtistry: Text & Image, dont le thème de mon groupe était « (Dés)incarné », notre projet final explorait « l’acte de regarder » tout en vivant dans un monde virtuel pendant la pandémie. Notre contribution à TheoArtistry met en lumière la manière dont la religion se trouve revitalisée dans la culture populaire et comment les artistes peuvent canaliser ses influences à travers le texte, l’image, et même les jeux vidéo. urn:doi:10.4000/16ovg
collection OpenEdition Journal
language Anglais
format Article ou chapitre numérique
building 0/Bibliothèque numérique/
1/Bibliothèque numérique/OpenEdition Journals/
topic jeux vidéo
révélation
limbes
jeux de rôle
JRPG
pèlerinage
Shin Megami Tensei
réception de Dante
video games
revelation
limbo
role-playing games
JRPGs
pilgrimage
Shin Megami Tensei
Dante reception
spellingShingle jeux vidéo
révélation
limbes
jeux de rôle
JRPG
pèlerinage
Shin Megami Tensei
réception de Dante
video games
revelation
limbo
role-playing games
JRPGs
pilgrimage
Shin Megami Tensei
Dante reception
Paladino, Serafina
Video Game Revelations and the Creative Process in Limbo
description The narratives of video games can be difficult to unpack compared to traditional modes of storytelling found in mediums like literature and film. One unique characteristic of this digital medium is that players are shown a special game over screen when they die. The visuals that light up these screens borrow heavily from Christian imagery of the past by depicting angels and the afterlife. As a researcher, a part of the TheoArtistry: Text & Image scheme, my group’s theme was “(Dis)embodied” and the final project we created engaged with the “act of looking” while living in a virtual world during the pandemic. Our contribution to TheoArtistry illuminates how religion is given new life in popular culture and how artists can channel its influences through text, image, and even video games.
author Paladino, Serafina
author_facet Paladino, Serafina
author_sort Paladino, Serafina
title Video Game Revelations and the Creative Process in Limbo
title_short Video Game Revelations and the Creative Process in Limbo
title_full Video Game Revelations and the Creative Process in Limbo
title_fullStr Video Game Revelations and the Creative Process in Limbo
title_full_unstemmed Video Game Revelations and the Creative Process in Limbo
title_sort video game revelations and the creative process in limbo
publisher Interfaces
publishDate 2026
container_title URI:https://journals.openedition.org/interfaces
url https://ezproxy.univ-orleans.fr/login?url=https://doi.org/10.4000/16ovg
https://ezproxy.univ-orleans.fr/login?url=https://journals.openedition.org/interfaces/11872
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