Perverse Interfaces: Gaping, Drifting, and Rippling as Ontological Styles in Computer Games

We use interfaces to disconnect from the situation around us, from the persistent experience of the outside world, from our neighbors. It is this ability of interfaces to legitimize “absence” that is usually overlooked in their analysis, as the emphasis is on concentration, management, and control. In reality, interfaces are not so much pragmatic and utilitarian as experimental and perverse. In this article, the concept of ontological styles is introduced, and using the example of computer games, it shows how interfaces work with such ontological styles as yawning, drift, and ripple. Interfaces that define the conditions of presence in digital reality are usually thought of based on a bodily schema and possible behavioral scenarios; this article attempts to think of interfaces based on moments of “not-Self”, (not)possible worlds and alternative ways of existence in them.

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Publication Details

Journal
Galactica Media Journal of Media Studies
Published
2025-05-19
DOI
https://doi.org/10.46539/gmd.v7i2.645
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Perverse Interfaces: Gaping, Drifting, and Rippling as Ontological Styles in Computer Games

Konstantin A. Ocheretyany
Galactica Media Journal of Media Studies
Digital Games and Media
article

Perverse Interfaces: Gaping, Drifting, and Rippling as Ontological Styles in Computer Games

Konstantin A. Ocheretyany
article en

Abstract

We use interfaces to disconnect from the situation around us, from the persistent experience of the outside world, from our neighbors. It is this ability of interfaces to legitimize “absence” that is usually overlooked in their analysis, as the emphasis is on concentration, management, and control. In reality, interfaces are not so much pragmatic and utilitarian as experimental and perverse. In this article, the concept of ontological styles is introduced, and using the example of computer games, it shows how interfaces work with such ontological styles as yawning, drift, and ripple. Interfaces that define the conditions of presence in digital reality are usually thought of based on a bodily schema and possible behavioral scenarios; this article attempts to think of interfaces based on moments of “not-Self”, (not)possible worlds and alternative ways of existence in them.

Galactica Media Journal of Media StudiesVol. 7(2)
St Petersburg University (RU)
Openalex Percentile: Top 86%
Digital Games and Media
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