

When self-awareness migrates form print to screen, however, something happens. In recent years, a number of self-reflexive games have appeared, exemplified by Davey Wreden’s The Stanley Parable (2013), an ironic game about games.

This is not the case, however, with videogames. Fest (see profile) Date: 2016 Group(s): CLCS 20th- and 21st-Century, LLC 20th- and 21st-Century American, TC Digital Humanities Subject(s): American literature, Cultural studies, Digital humanities, Media studies Item Type: Article Tag(s): 20th Century Literature, Metaficiton, Postmodernsim, The Stanley Parable, Video games Permanent URL: Abstract: Most critics of contemporary literature have reached a consensus that what was once called “postmodernism” is over and that its signature modes-metafiction and irony-are on the wane.
