In this paper, a conceptual framework is developed for critiquing extreme violence in computer and videogames from an aesthetic perspective. In particular focus is the common play element of `corpseplay¿ and the reduction of the physical form into `gibs¿, chunks and blood. What occurs when the player turns enemies into a screaming ballet of slow-motion meat? The mechanics underlying games suggest a release of forces and tensions, so how does it become possible, if at all, to speak in general and specific terms about extreme videogame violence?
History
Start page
1
End page
3
Total pages
3
Outlet
Proceedings of the Fourth Australasian Conference on Interactive Entertainment (IE2007)
Editors
Martin Gibbs, Larissa Hjorth, Esther Milne and Yusuf Pisan
Name of conference
Fourth Australasian Conference on Interactive Entertainment (IE2007)