Where to read
Presented at the 8th Conference of the Digital Game Research Association of Japan, Fukuoka Institute of Technology, March 2018 (pp. 35–38). Free full text on ResearchGate and Academia.edu.
See also Ethics at Play in Undertale.
Conference paper · 2018 · Open access
Using the concept of procedural rhetoric of Ian Bogost, and the semiotics of the ludic framework this conference paper will analyze how Undertale conveys symbols and ideas. It will try to understand how Undertale uses process imbalances to incentivize a certain moral approach to the game, and uses ludonarrative dissonance to trigger a process of analytic and deconstructive play. This paper argues that Undertale uses negative emotions like guilt or regret to create an uncanny aesthetic that makes the player ripe for thinking critically about the game, its genre, society, and more importantly themselves.
Presented at the 8th Conference of the Digital Game Research Association of Japan, Fukuoka Institute of Technology, March 2018 (pp. 35–38). Free full text on ResearchGate and Academia.edu.
See also Ethics at Play in Undertale.
APA 7
Seraphine, F. (2018). The Rhetoric of Undertale: Ludonarrative Dissonance and Symbolism. In Proceedings of the 8th Conference of the Digital Game Research Association of Japan (DiGRA Japan) (pp. 35-38). https://www.fredericseraphine.com/publications/rhetoric-of-undertale/
@inproceedings{seraphine2018the,
author = {Seraphine, Frederic},
title = {The Rhetoric of Undertale: Ludonarrative Dissonance and Symbolism},
booktitle = {Proceedings of the 8th Conference of the Digital Game Research Association of Japan (DiGRA Japan)},
pages = {35-38},
year = {2018},
url = {https://www.fredericseraphine.com/publications/rhetoric-of-undertale/},
language = {en}
}