Abstract

This study analyzed the movie <Serenity> which is storytelling in the form of a mixture of virtual world and reality world using digital games as the central material of movies. This study analyzed how digital games interact with a person's real-world, virtual world, and the possible world to change individuals.
 This film deals with the discourse of game phobia in our society and reveals the murder process of a boy in a world that overlaps reality and virtual reality. The main space in the movie, Plymouth Island, is a world in a virtual reality game. On the other hand, the scene in which the boy Patrick, the developer and player of the game, appears is a story from the real world. In the real world, the boy is isolated as a victim of violence, and he lives in an unsafe environment.
 However, the virtual world in the game Patrick created is a world that satisfies the needs of safety, social relationships, recognition, and self-actualization. The boy kills his stepfather who threatens his survival in the virtual world and dreams of a new possible world because living in the virtual world rather than the real world is the only way to be real.
 The film talks that the absence of an adult who should play a role in the process of a young boy's growth and a violent environment that hinders his holistic growth is a more fundamental problem than a violent game experience.
 The audience will have a new perception of the game after experiencing the story world that intersects from the fictional reality of a movie to the virtual world of the game and back to reality.

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