Abstract

One of the most sought after forms of contemporary mass culture is the quest, represented in various formats from video games, to cinema, to city tours, to especially equipped game spaces. What is the secret the popularity of this format whose roots can be found in archaic myths and rituals? The article establishes the interconnection between the quest with literature, cinema, video games and reality shows. The phenomenon of the riddle in the context of real virtuality has never been explored in terms of cultural studies, modern artistic game forms are just beginning to be interpreted in the age of digitalization.

Full Text
Published version (Free)

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