Images of gaming spaces in contemporary culture

Paper published in De la pluralité des mondes : le paradigme de l'immersion dans les fictions contemporaines, Nathalie Prince (dir.), Publije, e-revue de critique littéraire, nº 1, 2017

The immersive power of video games is not only largely advertised or criticised as dangerous, it is also a theme largely used by novelists. Video games are described as worlds the players can travel to. This paper explores two questions. It begins with a formal analysis on how video game space is used in literary narratives. Then, I try to define what aspects of video game spaces are emphasised and what values they are given.