Show Summary Details

Page of

PRINTED FROM OXFORD HANDBOOKS ONLINE ( © Oxford University Press, 2018. All Rights Reserved. Under the terms of the licence agreement, an individual user may print out a PDF of a single chapter of a title in Oxford Handbooks Online for personal use (for details see Privacy Policy and Legal Notice).

date: 21 October 2020

Abstract and Keywords

This chapter focuses on the multiple intersections between the cultural discourse of science fiction and the medium of video games. It argues for visuality and simulation as alternatives to narrative as tools of science-fictionality. It also suggests that SF video games are, among the genre’s media, uniquely equipped to convey performatively a sense of alterity, an experience of futurity, and a potential for ideology critique. Four principal modalities are discussed: video games as narratives of space, a focus central to both science fiction and postmodernity; video games as integral elements of distributed and transmedia narratives spanning multiple media and forms; video games as instances of visual science fictions invested in the pictorial portrayal of futurity; and video games as performative simulations, conveying a sense of the malleability of the future.

Keywords: science fiction, video games, visuality, simulation, distributed narrative, transmedia, performance, spatiality

Access to the complete content on Oxford Handbooks Online requires a subscription or purchase. Public users are able to search the site and view the abstracts and keywords for each book and chapter without a subscription.

Please subscribe or login to access full text content.

If you have purchased a print title that contains an access token, please see the token for information about how to register your code.

For questions on access or troubleshooting, please check our FAQs, and if you can''t find the answer there, please contact us.