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The Collective Unconscious as Culprit: Archetypal Projections from the Unconscious in Video Games (and Film)

The Collective Unconscious as Culprit: Archetypal Projections from the Unconscious in Video Games (and Film)

Beat Suter
Copyright: © 2016 |Pages: 27
ISBN13: 9781466698918|ISBN10: 1466698918|EISBN13: 9781466698925
DOI: 10.4018/978-1-4666-9891-8.ch005
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MLA

Suter, Beat. "The Collective Unconscious as Culprit: Archetypal Projections from the Unconscious in Video Games (and Film)." Exploring the Collective Unconscious in the Age of Digital Media, edited by Stephen Brock Schafer, IGI Global, 2016, pp. 129-155. https://doi.org/10.4018/978-1-4666-9891-8.ch005

APA

Suter, B. (2016). The Collective Unconscious as Culprit: Archetypal Projections from the Unconscious in Video Games (and Film). In S. Schafer (Ed.), Exploring the Collective Unconscious in the Age of Digital Media (pp. 129-155). IGI Global. https://doi.org/10.4018/978-1-4666-9891-8.ch005

Chicago

Suter, Beat. "The Collective Unconscious as Culprit: Archetypal Projections from the Unconscious in Video Games (and Film)." In Exploring the Collective Unconscious in the Age of Digital Media, edited by Stephen Brock Schafer, 129-155. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-9891-8.ch005

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Abstract

This chapter shows the attempt to use narrative projections of the unconscious in video games (and film) for transgressing into a virtual world. It demonstrates the conceptual development from C.G. Jung's theories via Joseph Campbell and Hollywood's screenwriters to Video Game mythologies. It shows that a visual approach by game artists often leads to stereotypical implementation of archetypes and archeplot in video games that illustrates a lack of reflection and flexibility of mind and creativity. It further shows that a conscious implementation of individual patterns and archetypes as seen in Adventure Games and recent Indie Games may obtain narrative depth for a game and contribute to exploring the collective unconscious in new media. Gaming is rapidly changing and aims towards the ideal of a Holodeck. New Virtual Reality experiments and gadgets prepare the ground for new ways to engage in imagined (conscious and unconscious) realities. The chapter concludes with an example of an attempt to build a virtual dream world with the project Birdly (2014) and Oculus Rift.

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