The dual nature of video games, encompassing both ludic and narrative dimensions, permits the seamless incorporation of semantically incongruous cultural icons into gaming worlds. This chapter examines how iconic elements from popular culture as well as high culture are integrated into the diegetic environments of games like World of Warcraft without compromising narrative unity or player immersion. By highlighting the complex relationship between game worlds and the multiple narratives they support, I demonstrate how iconicity cues players to engage in inferential operations, perceiving these elements as poetic functions rather than essential semantic components. This process not only bridges the narrative gap between world and icon but also reinforces the icons’ status within popular culture.

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The Un-Reality of Quoted Icons: Reduced Representativity in Ludic World-Building

  • Thomas Scholz

摘要

The dual nature of video games, encompassing both ludic and narrative dimensions, permits the seamless incorporation of semantically incongruous cultural icons into gaming worlds. This chapter examines how iconic elements from popular culture as well as high culture are integrated into the diegetic environments of games like World of Warcraft without compromising narrative unity or player immersion. By highlighting the complex relationship between game worlds and the multiple narratives they support, I demonstrate how iconicity cues players to engage in inferential operations, perceiving these elements as poetic functions rather than essential semantic components. This process not only bridges the narrative gap between world and icon but also reinforces the icons’ status within popular culture.