[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-145114-105":59,"doc-detail-145114-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","remediating-video-games-in-contemporary-fiction-literary-form-and-intermedial-transfer","Remediating Video Games in Contemporary Fiction - Literary Form and Intermedial Transfer","","Game scholars examine how video games differ from literary fiction and how they remediate narrative motifs and strategies. This article reverses that exchange by showing how video games can disclose new perspectives on literary writing and interpretation. It argues that literature can integrate ludic strategies at a formal level through multimodality, present-tense narration, and loop-like repetitions. These experiments position literature within a game-shaped media environment and expand literary scholarship via dialogue with game studies.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/remediating-video-games-in-contemporary-fiction-literary-form-and-intermedial-transfer/145114/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/remediating-video-games-in-contemporary-fiction-literary-form-and-intermedial-transfer/145114.png","ImageObject",300,407,{"name":92,"@type":93},"Alex Sinclair","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-06","2026-08-26",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the article’s core argument about remediation and direction of influence?","Question",{"text":112,"@type":113},"It reverses the usual exchange by arguing that video games can disclose new perspectives on literary writing and interpretation, not only vice versa.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which formal devices does the article focus on to connect literature with gaming?",{"text":117,"@type":113},"Multimodality, present-tense narration, and loop-like repetitions are presented as devices showing literary interest in gaming culture.",{"name":119,"@type":110,"acceptedAnswer":120},"How does the article define the scope of literature it will analyze?",{"text":121,"@type":113},"It excludes literature that can only exist in computational environments, such as interactive or digital fiction requiring digitally mediated reader input, and instead examines linear, non-ergodic novels.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},145114,1787716419,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":129,"read_time":144},1099523882182,"https://ap-avatar.wpscdn.com/davatar_6f874abed73319feea01a86fa6f0fab8","Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer  \nMarco Caracciolo  \nGhent University  \n[marco.caracciolo@ugent.be](marco.caracciolo@ugent.be)  \nPre-print version, please cite print article  \nAbstract  \nGame scholars have discussed both the ways in which video games structurally differ from literary fiction and the ways in which they remediate motifs and narrative strategies from it. In this article, I reverse the direction of that exchange, arguing that video games are disclosing new perspectives on both literary writing and literary interpretation. My focus is on how literature can integrate ludic strategies on a formal level, rather than by merely thematizing games (as genre fiction does extensively) . I thus discuss three formal devices—multimodality, present-tense narration, and loop-like repetitions—that evince considerable literary interest in gaming culture. Through these formal experimentations, literature participates in a media environment that is significantly shaped by games. I argue that this intermedial transfer also offers an opportunity for literary scholarship to enrich its conceptual and interpretive toolbox through dialogue with both game studies and gaming culture.  \nIntroduction  \n“The novel today is unquestionably being shaped by the cultural presence of video games,”writes Eric Hayot (2021, p. 180) . The idea that literature may have influenced at least certain  \nforms of (story-driven) digital entertainment is, of course, nothing new: it has been discussed countless times under headings such as “remediation”(Bolter & Grusin, 1999) and“intermediality”(Fuchs & Thoss, 2019), including by a special issue of this journal (Hutton & Barr, 2020) . Video games don’t exist in a cultural vacuum but build on forms and motifs handed down by literary history, from mythological narratives (in games such as Hades or the God of War franchise) to whole genres such as cyberpunk or postapocalyptic fiction. But Hayot’s claim, which focuses on the opposite direction of influence (from video games to literature), is certainly more eye-catching. Genres such as fantasy, dystopian, or young adult fiction do look at videogames for inspiration, with Conor Kostick’s Epic (2004) and Ernest Cline’s Ready Player One (2011) being perhaps the most prominent examples of literature that thematizes and models itself upon video games. Loose labels such as “LitRPG” and GameLit are frequently applied to this strand of contemporary writing (see Miller, 2016) . What these works have in common is that they tell stories that are concerned, on the level of plot and theme, with digital technologies, thus catering to readers who are familiar with and emotionally invested in this topic. Hence, we can view Ready Player One as “primarily a delivery mechanism for geek nostalgia and geek affirmation”(Grady, 2018)—an interesting but perhaps slightly unsurprising reading. The influence of video games can also be detected in more philosophically oriented speculative fiction, for instance Ted Chiang’s short stories (“The Lifecycle of Software Objects” comes to mind), but again here games are primarily part of the sf author’s thematic repertoire.  \nTaking Hayot’s claim seriously means understanding the way in which the contemporary novel—and particularly what Amitav Ghosh (2016) would call “serious,” literary fiction—is game-like. Put otherwise, if Hayot is on the right track, we should be able to trace the cultural presence of video games even in literary novels that do not engage (on the level of plot and target  \naudience) with video game culture per se. However, Hayot’s essay ends up focusing on a different question: namely, how video games can display ethical and imaginative complexity reminiscent of literary works, with The Last of Us (2013) and Undertale (2015) as his primary examples. In this article, I pursue Hayot’s intuition by arguing that contemporary literature increasingly participates in digital culture","cbCaisZVxnHyTKn7","https://ap.wps.com/l/cbCaisZVxnHyTKn7","pdf",433558,34,"English","# Abstract\n## Introduction\n## The cultural presence of video games in the contemporary novel\n## Game-like literary fiction and remediation\n## Scope and limits of the discussion","[{\"question\":\"What is the article’s core argument about remediation and direction of influence?\",\"answer\":\"It reverses the usual exchange by arguing that video games can disclose new perspectives on literary writing and interpretation, not only vice versa.\"},{\"question\":\"Which formal devices does the article focus on to connect literature with gaming?\",\"answer\":\"Multimodality, present-tense narration, and loop-like repetitions are presented as devices showing literary interest in gaming culture.\"},{\"question\":\"How does the article define the scope of literature it will analyze?\",\"answer\":\"It excludes literature that can only exist in computational environments, such as interactive or digital fiction requiring digitally mediated reader input, and instead examines linear, non-ergodic novels.\"}]","Remediating Video Games in Contemporary Fiction - Literary Form and Intermedial Transfer | PDF",86]