Abstract

The use of the absurd in video games is naturally paradoxical, as it collides with the fact that games in general are rule-based, which implies an ordered set of meanings. Taking the humorousgame Chuchel as its point of departure and focusing on Salen Tekinbas’ and Zimmerman’s notionof meaningful play, the article explores the relationship between the absurd and game rules, andgives examples of video games which, while maintaining their rulesets, leave room for ambiguityand the unknown, thus undermine the absolutist domination of the rules over the game and player.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.