Metaleptic experience of literature in "Disco Elysium: The Final Cut"

Literary texts appear simultaneously as diegetic and non-diegetic entries in the contemporary video games. That dual role and interactive properties of the medium allow their readers to observe and enact the affiliations between literature, thoughts and objects. The affordances of literary texts are therefore reshaped and reexamined, while metalepsis, the transgression of narrative boundaries, occurs. This article discusses literature as a phenomenon functioning in a complex system disclosed in a digital environment. The analysis of how books are used in the video game Disco Elysium: The Final Cut (2021) serves to explicate how the metaleptic experience of literature can be achieved through the game medium. Object-oriented ontology, unnatural narratology and ludology provide the methodological framework for the research.

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Publication Details

Journal
Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching
Published
2025-04-15
DOI
https://doi.org/10.26881/bp.2025.2.04
Primary Topic
Linguistics and language evolution
Type
article
Field-Weighted Citation Impact
0.00
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article

Metaleptic experience of literature in "Disco Elysium: The Final Cut"

Mikołaj Marks
Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching
Linguistics and language evolution
article

Metaleptic experience of literature in "Disco Elysium: The Final Cut"

Mikołaj Marks
article en

Abstract

Literary texts appear simultaneously as diegetic and non-diegetic entries in the contemporary video games. That dual role and interactive properties of the medium allow their readers to observe and enact the affiliations between literature, thoughts and objects. The affordances of literary texts are therefore reshaped and reexamined, while metalepsis, the transgression of narrative boundaries, occurs. This article discusses literature as a phenomenon functioning in a complex system disclosed in a digital environment. The analysis of how books are used in the video game Disco Elysium: The Final Cut (2021) serves to explicate how the metaleptic experience of literature can be achieved through the game medium. Object-oriented ontology, unnatural narratology and ludology provide the methodological framework for the research.

Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching(22/2)
University of Gdańsk (PL)
Openalex Percentile: Top 75%
Linguistics and language evolution
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Metaleptic experience of literature in "Disco Elysium: The Final Cut" — Mikołaj Marks · Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching (2025) | TGRS Research Map | TGRS