Ludonarratology and Gamevironments in Dialogue

Authors

DOI:

https://doi.org/10.48783/gameviron.v21.i21.266

Keywords:

Ludonarratology, Narrative, Narratology, gamevironments

Abstract

This article argues that game studies will benefit from an acute attentiveness toward religion, and that a gamevironments approach refined by insights generated in the recent developments in ludonarratology is what we need to study religion, a phenomenon and force diffused in the technical and cultural environments of games and gaming. Kerstin Radde-Antweiler (2024) emphasizes that a research design taking a gamevironments perspective must consider gaming, gaming-related actants, and gaming-related media practices, all located in the unity of technical and cultural environments. This holistic approach resonates with ludonarratologists’ attempt to dissolve the divide between technical systems and cultural narratives. Ludonarratologists such as Brendan Keogh (2008) and Weimin Toh (2008) specify what Radde-Antweiler calls actants as mediated (or embedded, enacted, and extended) bodies beyond the human. In this light, we may consider shifting from actant-centeredness to a focus on the embodied experiences of gamers, developers, branders, and other gaming-related practitioners, and the affective force that brings them and various media objects together. Moreover, following the lead of Tison Pugh (2019) who, among many others, applies ludonarratology to the study of narratives in general, we may proceed to discuss the mediatization and gametization of entire societies, a commitment shared by both gamevironments and ludonarratology. It is to be added that while we can discern a gaming structure in all kinds of narratives and other human endeavors, gamification as a labor paradigm, business strategy, and governmentality needs to be considered if we intend to study games as not just reflections of but part and parcel of reality. To demonstrate why the study of religion and gaming needs the gamevironments-ludonarratology paradigm, an analysis of Black Myth: Wukong (2024), China’s first AAA game inspired by Journey to the West (Wu 1592), a vernacular novel that has been transforming in the environments of Chinese religions, politics, and economy, is provided.

Author Biography

  • Zhange Ni, Virginia Tech

    Zhange Ni received her Ph.D. in Religion and Literature from the University of Chicago Divinity School (2009), and worked as a research associate and visiting assistant professor at the “Women’s Studies in Religion” Program at Harvard Divinity School (2010-2011). She is currently an associate professor at the Department of Religion and Culture, Virginia Tech. Her first book The Pagan Writes Back: When World Religion Meets World Literature (2015) proposes “pagan criticism,” a new reading strategy that attends to the historical complexities and contingencies in literary texts and challenges both Christian and secularist assumptions regarding aesthetics and hermeneutics. She has written articles on secularism and religion-making in twentieth-century China on the one hand, religion and contemporary popular literature in the Euro-American West on the other. In addition, Ni is a writer of creative works in China, having published three books of poetry, three essay collections, and one novel.

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Published

2024-12-21