Abstract
This article explains how specific aesthetic decisions work in the game The Dream Machine. I analyze it through the lens of Russian For-malism: particular techniques of making a video game are judged through Shklovsky’s Art as a Technique, and the problem of the game genre is presented through Tynianov’s The Literary Fact. Theoretically, I aspire to re-claim the original context for these ideas, which is surprisingly relevant to contemporary horror media. Digital games as an artistic form re-intro-duce the effect of estrangement into the ongoing experiments with their medium; in The Dream Machine, this effect is created by replacing a digital simulacrum of computer generated imagery with high resolution scans of real life objects, made of modeling clay, cardboard and found objects. I la-bel this technique “scary matter”, and it can be found both in games, animation films and pop music videos, such as Peter Gabriel’s Sledgehammer. The medium of a digital game suggests it is timeless and infinitely replay-able, which intensifies the effect of estrangement in the case of always-al-ready dead ‘scary matter’.
| Original language | English |
|---|---|
| Pages (from-to) | 163-176 |
| Number of pages | 14 |
| Journal | Topos |
| Volume | 2022 |
| Issue number | 1 |
| Publication status | Published - 29 Aug 2022 |
| Externally published | Yes |
Free Keywords
- animation
- estrangement
- horror
- indie games
- scary matter
- Uncanny
ASJC Scopus subject areas
- Cultural Studies
- Philosophy
- Sociology and Political Science