<i>Lies of P</i> and a real boy in fake <i>Bloodborne</i>

Nostalgia as a longing for a place or time can simultaneously act as an invitation toward belonging and also as a barrier that divides. Utilizing Svetlana Boym’s (2001) framework of restorative and reflective nostalgia, this study undertakes an analysis of press coverage (n=8) and fan comments on YouTube videos (n=400) addressing the digital videogame Lies of P (2023) as a nostalgic trigger. Understanding Lies of P, both in press coverage and fan discussion was often laden with nostalgia for the 2014 videogame Bloodborne and various adaptions of the children’s story The Adventures of Pinocchio. In the case of fan comments in particular, reflective nostalgia, which allows for the possibility of both longing and critical thought to manifest together, emerges strongly as fans contest their understandings of videogames and childhood stories. Lies of P as a nostalgic trigger precipitates fan participation in analysis and critical reflection of media they might otherwise consider above critique. Understanding such gaming and gaming-adjacent spaces where critique and affection blends offers further insight into the social and technical structures that facilitates boundary maintenance.

Authors

Publication Details

Journal
Eludamos Journal for Computer Game Culture
Published
2025-12-19
DOI
https://doi.org/10.7557/ejcgc.v16i2.8016
Primary Topic
Nostalgia and Consumer Behavior
Type
article
Field-Weighted Citation Impact
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article

Lies of P and a real boy in fake Bloodborne

Indira Neill Hoch
Eludamos Journal for Computer Game Culture
Nostalgia and Consumer Behavior
article

Lies of P and a real boy in fake Bloodborne

Indira Neill Hoch
article en

Abstract

Nostalgia as a longing for a place or time can simultaneously act as an invitation toward belonging and also as a barrier that divides. Utilizing Svetlana Boym’s (2001) framework of restorative and reflective nostalgia, this study undertakes an analysis of press coverage (n=8) and fan comments on YouTube videos (n=400) addressing the digital videogame Lies of P (2023) as a nostalgic trigger. Understanding Lies of P, both in press coverage and fan discussion was often laden with nostalgia for the 2014 videogame Bloodborne and various adaptions of the children’s story The Adventures of Pinocchio. In the case of fan comments in particular, reflective nostalgia, which allows for the possibility of both longing and critical thought to manifest together, emerges strongly as fans contest their understandings of videogames and childhood stories. Lies of P as a nostalgic trigger precipitates fan participation in analysis and critical reflection of media they might otherwise consider above critique. Understanding such gaming and gaming-adjacent spaces where critique and affection blends offers further insight into the social and technical structures that facilitates boundary maintenance.

Eludamos Journal for Computer Game CultureVol. 16(2)
Openalex Percentile: Top 54%
Nostalgia and Consumer Behavior
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<i>Lies of P</i> and a real boy in fake <i>Bloodborne</i> — Indira Neill Hoch · Eludamos Journal for Computer Game Culture (2025) | TGRS Research Map | TGRS