
handle: 10852/58768
This article draws on Espen Aarseth’s concepts of cybertext (1997) and ludo-narratives (2012), on rhetorical narrative theory and on Miguel Sicart’s (2013) conception of the ethics of computer games, in a discussion of medial functions and affordances of games and literary narratives, and the construction of ethical fictions. On the basis of this discussion, it analyzes the interrelationship between ethics, war and games in three popular fictional works: Orson Scott Card’s “Ender’s Game” (1977), Terry Prachett’s Only You Can Save Mankind (1992) and Suzanne Collins’ The Hunger Games (2008). Their publication spanning three decades, these narratives all hinge on the premise that what some characters in the diegesis experience as an actual war, others perceive as a game, thus problematizing the relationship between the two. Furthermore, all of the narratives explore the “fictionalization” that occurs to our perceptions of people encountered via the mediation of a screen. Comparing and contrasting the ways that these narratives frame the interrelationship between war, games and ethics, the article reveals the development between “Ender’s Game” and The Hunger Games of an increasing focus on the effects of advanced military technology on the individual human body. This research has been published by the journal Game Studies © 2016
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