Terribly Bored Lizards: Speculating with the Captive Animalin Jurassic World: Evolution (2019)
The representation of the animal 'in itself' rather than Othered poses problems for game design (Janski, 2016; Chang, 2019) and media more broadly (Derrida, 2008;Agamben, 2003), a problematic that the growing field of Green/Eco Game Studies urges us to reckon with (Tyler, 2022; Op de Beke et al., Forthcoming).I propose, however, that constrained 'playgrounds' can provide indirect means of affective and speculative relation to the nonhuman which might overcome barriers posed by difference (Haraway 2008;Hayward 2012;Seller 2020).This extended abstract explores this in the context of 'captivity' as a mechanic and aesthetic in games and the affective space this creates for animal and player.
Authors
- Merlyn Seller
Institutions
- University of Edinburgh (GB)
Publication Details
- Published
- 2024-09-30
- DOI
- https://doi.org/10.26503/dl.v2024i2.2371
- Primary Topic
- Gothic Literature and Media Analysis
- Type
- article
- Field-Weighted Citation Impact
- 0.00