Aesth(ethics) in Ludonarrative Experiences: 11Bit’s Frostpunk

This article addresses the way Frostpunk’s saga highlights the semiotic nature of video games by establishing an aesthetic and ethical link in its ludonarrative mechanics and storytelling, which, in turn, may engage with the player in a debate where the identitarian discourses of both the fictional entities encoded within the game and the player (that is, of both functional and fictional agents) are put into question and thus may be reconfigured. To understand this connection between aesthetics, ethics, and identity, affect is central: through affect, players establish empathic links towards the encoded agents (including, but not limited to, the encoded citizens, the encoded setting, and the encoded avatar of the player within the game world), which in turn allows them to interact with them as if being real, at least while the playthrough is active. To achieve this, this article will first offer a theoretical review of the terms mentioned above (identity, affect, aesthetics, ethics), and then will apply them to 11Bit’s saga, Frostpunk. The article finishes with some conclusions regarding the semiotic nature of the video game and the universality of these analyses.

Institutions

Publication Details

Journal
Humanities
Published
2025-12-18
DOI
https://doi.org/10.3390/h14120242
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Aesth(ethics) in Ludonarrative Experiences: 11Bit’s Frostpunk

Humanities
Digital Games and Media
article

Aesth(ethics) in Ludonarrative Experiences: 11Bit’s Frostpunk

article en

Abstract

This article addresses the way Frostpunk’s saga highlights the semiotic nature of video games by establishing an aesthetic and ethical link in its ludonarrative mechanics and storytelling, which, in turn, may engage with the player in a debate where the identitarian discourses of both the fictional entities encoded within the game and the player (that is, of both functional and fictional agents) are put into question and thus may be reconfigured. To understand this connection between aesthetics, ethics, and identity, affect is central: through affect, players establish empathic links towards the encoded agents (including, but not limited to, the encoded citizens, the encoded setting, and the encoded avatar of the player within the game world), which in turn allows them to interact with them as if being real, at least while the playthrough is active. To achieve this, this article will first offer a theoretical review of the terms mentioned above (identity, affect, aesthetics, ethics), and then will apply them to 11Bit’s saga, Frostpunk. The article finishes with some conclusions regarding the semiotic nature of the video game and the universality of these analyses.

HumanitiesVol. 14(12)
Universidad Rey Juan Carlos (ES)
Openalex Percentile: Top 25%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.