Playing with the legend: ostension and extra-textual production in Minecraft
Combining game studies and folklore studies, this article examines the origin of Herobrine, a fan-created legend in the popular video game Minecraft. By linking the creation and dissemination of the legend to both fan-production in game studies and the semiotic concept of ostension as utilised in fo...
Main Author: | |
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Format: | Electronic Article |
Language: | English |
Check availability: | HBZ Gateway |
Journals Online & Print: | |
WorldCat: | WorldCat |
Interlibrary Loan: | Interlibrary Loan for the Fachinformationsdienste (Specialized Information Services in Germany) |
Published: |
2016
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In: |
Online - Heidelberg journal of religions on the internet
Year: 2016, Volume: 10, Pages: 27-44 |
Standardized Subjects / Keyword chains: | B
Minecraft (Game) (Computer game)
/ Fan fiction
/ Hero
/ Legend
/ Rise of
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Further subjects: | B
gamespace
B game culture B Creepypasta B Game Studies B Legends B fan production B folklore studies B ostension |
Online Access: |
Volltext (kostenfrei) Volltext (kostenfrei) |
Summary: | Combining game studies and folklore studies, this article examines the origin of Herobrine, a fan-created legend in the popular video game Minecraft. By linking the creation and dissemination of the legend to both fan-production in game studies and the semiotic concept of ostension as utilised in folklore studies the article will give an overview of the different methods of remediation that are being employed in the spread and retelling of the legend. Addressing the nature of virtual game space, the article will discuss the relationship of space and legend creation and thereby comment on the productive potential of the act of play. Minecraft’s Herobrine is of special significance in this regard because, in a rare occurrence, this legend was conceived not by the developers of the game but emerged from the player community itself. As such it is ample evidence of player production and gives insight into the player-driven creation of meaning in video games and how their creations renegotiate the concept of the real within the liminoid space of the game. |
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Physical Description: | 18 |
ISSN: | 1861-5813 |
Contains: | Enthalten in: Online - Heidelberg journal of religions on the internet
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Persistent identifiers: | DOI: 10.17885/heiup.rel.23547 URN: urn:nbn:de:bsz:16-heiup-rel-235470 |