The Construction of the Cyborg Player in Transistor: A Ludo-Narrative Analysis

Authors

  • Andrew George Korah

DOI:

https://doi.org/10.53007/SJGC.2020.V5.I2.65

Keywords:

Cyborg, Simulation, Videogame, Ludology, Science Fiction

Abstract

The paper intends to study the ludo-narrative structures of the game Transistor[1] to examine how, through the engagement of the player into the game’s ludic structures (i.e. those structures that make it a game) constructs the cyborg body. The aim is to examine how the narrative of a game can contextualise its mechanics, and generate meaning. It understands video games, or even games in general not merely through its representational features, but in recognition that a game constitutes essential structures that make it a game, and enable the possibility of play. The cyborg body is understood in terms of how the player engages with the game in both the ludic and the narrative forms.

 

 

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Published

2020-07-31

How to Cite

Andrew George Korah. “The Construction of the Cyborg Player in Transistor: A Ludo-Narrative Analysis”. Samyukta: A Journal of Gender and Culture, vol. 5, no. 2, July 2020, doi:10.53007/SJGC.2020.V5.I2.65.