Representation of Traumatic Experiences in Video Games

dc.contributor.advisorGyőri, Zsolt
dc.contributor.authorOlah, Andrea
dc.contributor.departmentDE--Bölcsészettudományi Karhu_HU
dc.date.accessioned2017-05-19T08:04:31Z
dc.date.available2017-05-19T08:04:31Z
dc.date.created2017-04-13
dc.description.abstractMy thesis explores the ways in which the digital interactive platform, such as video games capture traumatic experience, how such incomprehensible experience can be transformed into understandable concepts for players and how it is constructed. A comparison of video games and films highlights how imagination works differently in these two medium. A possible inspiration for these games are films where the motif of investigation and traumatic events of the past intertwine. Despite Fran Bow and That Dragon, Cancer's different approach to the portrayal of trauma over a lost child or parents, both prove to be authentic and universal since they transform their personal devastation into the realm of collective trauma, more involving than cinema or literature.hu_HU
dc.description.courseAnglisztikahu_HU
dc.description.degreeMSc/MAhu_HU
dc.format.extent37hu_HU
dc.identifier.urihttp://hdl.handle.net/2437/240654
dc.language.isoenhu_HU
dc.subjectvideo gamehu_HU
dc.subjecttraumahu_HU
dc.subjectalternative realityhu_HU
dc.subjecteducationhu_HU
dc.subject.dspaceDEENK Témalista::Társadalomtudományokhu_HU
dc.titleRepresentation of Traumatic Experiences in Video Gameshu_HU
dc.typediplomamunka
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