Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI

This article examines Split Fiction, a cooperative video game that engages with themes of authorship, creativity, and artificial intelligence in the digital age. The game presents aspiring authors whose creative ideas are extracted by a corporate machine—a metaphor for contemporary generative AI systems. Through its mandatory two-player cooperative mechanics and genre-shifting gameplay, Split Fiction explores tensions between human creativity and automated generation, individual authorship and corporate extraction, and procedural rhetoric versus narrative meaning. We analyze how the game’s mechanical variety, intertextual references, and meta-narrative structure comment on the current landscape of AI in creative industries, particularly as director Josef Fares’s ambivalent statements about AI complicate straightforward readings of the work as purely anti-AI critique. The game ultimately offers a nuanced exploration of creative labor futures in an age where the boundaries between human and machine authorship grow increasingly uncertain.

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Publication Details

Journal
Humanities
Published
2025-12-21
DOI
https://doi.org/10.3390/h15010002
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI

John Murray, Anastasia Salter
Humanities
Digital Games and Media
article

Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI

John Murray, Anastasia Salter
article en

Abstract

This article examines Split Fiction, a cooperative video game that engages with themes of authorship, creativity, and artificial intelligence in the digital age. The game presents aspiring authors whose creative ideas are extracted by a corporate machine—a metaphor for contemporary generative AI systems. Through its mandatory two-player cooperative mechanics and genre-shifting gameplay, Split Fiction explores tensions between human creativity and automated generation, individual authorship and corporate extraction, and procedural rhetoric versus narrative meaning. We analyze how the game’s mechanical variety, intertextual references, and meta-narrative structure comment on the current landscape of AI in creative industries, particularly as director Josef Fares’s ambivalent statements about AI complicate straightforward readings of the work as purely anti-AI critique. The game ultimately offers a nuanced exploration of creative labor futures in an age where the boundaries between human and machine authorship grow increasingly uncertain.

HumanitiesVol. 15(1)
University of Central Florida (US)
Decent work and economic growth
Openalex Percentile: Top 24%
Digital Games and Media
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Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI — John Murray, Anastasia Salter · Humanities (2025) | TGRS Research Map | TGRS