A handful of pixels of blood. Decoding early video game graphics with the FAVR ontology

What is the purpose of blood splattering onto the screen in a video game? Does it serve functional value, or is it simply intended to shock the user? Up to this day, little advance has been made in studying video game graphics’ material and structural conditions. They are not only narrative and aesthetic devices comparable to films but also hold functional information for players and are of an interactive nature (Fizek 2022; Gerling, Möring, and Mutiis 2023). Classical visual analysis struggles to encompass video game images because they focus on analogue or time-based visual media (Arsenault, Côté, and Larochelle 2015). How can blood spurting from a virtual body be analyzed? This research applies and extends the Framework for the Analysis of Visual Representation in Video Games (FAVR) to conduct and further adequate research on video game images.

Institutions

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-09-12
DOI
https://doi.org/10.5281/zenodo.13904452
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

A handful of pixels of blood. Decoding early video game graphics with the FAVR ontology

Zenodo (CERN European Organization for Nuclear Research)
Digital Games and Media
article

A handful of pixels of blood. Decoding early video game graphics with the FAVR ontology

article en

Abstract

What is the purpose of blood splattering onto the screen in a video game? Does it serve functional value, or is it simply intended to shock the user? Up to this day, little advance has been made in studying video game graphics’ material and structural conditions. They are not only narrative and aesthetic devices comparable to films but also hold functional information for players and are of an interactive nature (Fizek 2022; Gerling, Möring, and Mutiis 2023). Classical visual analysis struggles to encompass video game images because they focus on analogue or time-based visual media (Arsenault, Côté, and Larochelle 2015). How can blood spurting from a virtual body be analyzed? This research applies and extends the Framework for the Analysis of Visual Representation in Video Games (FAVR) to conduct and further adequate research on video game images.

Zenodo (CERN European Organization for Nuclear Research)
University of Bern (CH), Museum of Fine Arts Bern (CH)
Openalex Percentile: Top 38%
Digital Games and Media
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