Engaging Players on a Global Level with a Localized History: The Case of Expressive Games

Authors

DOI:

https://doi.org/10.17533/udea.ikala.358468

Keywords:

expressive games, video games, adventure games, autobiographic narratives

Abstract

This article looks at the problems posed by the international distribution of video games that focus on culturally-rooted references and stories, beginning with a review of the history of French adventure games from the 1980s. Later on, the article depicts a research-creation project that led to the design of the game Lie in my Heart. This autobiographical game has action situated geographically and temporally to create real-life effects. The theoretical and creative choices made to enable intercultural appropriation are explained by looking at how certain specific features of the medium were leveraged to bring the game to an international audience.

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Author Biography

Sébastien Genvo, Université de Lorraine

Full Professor, Université de Lorraine, Metz, France.

References

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Published

2025-05-09

How to Cite

Genvo, S. (2025). Engaging Players on a Global Level with a Localized History: The Case of Expressive Games. Íkala, Revista De Lenguaje Y Cultura, 30(2). https://doi.org/10.17533/udea.ikala.358468

Issue

Section

Dossier Empirical Studies

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