<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:rights>http://creativecommons.org/licenses/by-nc/4.0/</dc:rights>
  <dc:publisher>University of Krems Press</dc:publisher>
  <dc:type xml:lang="eng">Text</dc:type>
  <dc:type xml:lang="eng">book part</dc:type>
  <dc:language>eng</dc:language>
  <dc:description xml:lang="eng">This paper analyses the subversive potential of the player-avatar relationship through a case study of Inside (Playdead 2016), a cinematic platformer set in a dystopian world. With each of the three different spectra categorising this relationship (tool/character avatar, designed/desired performance, grievable/nongrievable death) is associated a hierarchised binary that is subverted in Inside. The blurring of anthropocentered categories pushes the player toward a meaningful posthuman experience. This experience relies on the embodied, double-situated, non-linear and cathartic properties of video games that the unsettling world, narrative and mechanics of Inside enhance.</dc:description>
  <dc:identifier>doi:10.48341/hs1s-mm79</dc:identifier>
  <dc:title xml:lang="eng">Reflecting the Avatar’s Purpose in a Dystopian World. A Case Study of Inside</dc:title>
  <dc:creator>Ellie Chraibi</dc:creator>
  <dc:type xml:lang="deu">Text</dc:type>
  <dc:type xml:lang="deu">Buchkapitel</dc:type>
  <dc:subject xml:lang="eng">player-avatar relationship</dc:subject>
  <dc:subject xml:lang="eng">posthuman</dc:subject>
  <dc:format>application/pdf</dc:format>
  <dc:type xml:lang="ita">Testo</dc:type>
  <dc:type xml:lang="ita">Capitolo di libro</dc:type>
  <dc:date>2025-11-14</dc:date>
  <dc:identifier>https://door.donau-uni.ac.at/o:5803</dc:identifier>
</oai_dc:dc>