British Journal of Aesthetics 61 (1):41-52 (2021)
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The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive fiction involves imagining the story from the protagonist’s perspective.
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DOI | 10.1093/aesthj/ayaa037 |
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