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Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma

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Abstract

Contemporary narrative video games still owe a debt to notions of plotting and characterization inherited from realist novels, even as they demonstrate how digital technologies are driving the development not merely of new fictional forms but also new conceptions of identity and subjectivity. This article expands upon these claims through analyses of three texts. Published in 1888 and revised in 1908, Henry James’s novella The Aspern Papers follows a protagonist obsessed with laying his hands on a long-dead Romantic poet’s archive; released in the 21st-century, Christine Love’s (2012) Analogue: A Hate Story and Fullbright’s (2017) Tacoma imagine technologically advanced posthuman futures in order to pose questions about datafication, identity, and the terms on which the past remains accessible in the present. Considered together, they shed light on longer generic traditions, the relationship between literature and video games, and the ethical and epistemological issues raised by new technologies.

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... media in terms of self-empowerment, taking agency over one's image, and their significance in retaking one's narrative and visibility, especially for marginalized persons, this article focuses on the use of selfies in interface games: games which incorporate hypermediated and overemphasized interfaces, and which are notorious for deeply personal and (auto)biographical stories (Gallagher, 2019b;Kubiński, 2021). ...
... The term interface games describes a group of digital games that frame the entirety or vast majority of their narrative within the fictional interface that mimics real-life interfaces-most commonly of computers or mobile phones (Gallagher, 2019b). Due to their emphasis on the software and hardware used in the experience of play and the hypermediacy of the interfaces, the interface games are necessarily selfreflexive and, thus, meta. ...
... Interface games have been recognized by many developers and scholars as uniquely suited to represent the experiences of people of marginalized and oppressed identities (Gallagher, 2019a(Gallagher, , 2019bKubiński, 2021). For this reason, in the discussion of the use of interface games in the representation of the experiences of refugees, Víctor Navarro-Remesal and Beatriz Pérez Zapata (2019) replace the concept of empathy, which has been deemed problematic by several game scholars (see: Ruberg, 2020;Schrier & Farber, 2021) and instead write about compassionate play (or "games for compassion"). ...
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:Like many of James's major fictions, "The Aspern Papers" concludes with the burning of documents. Such closure is usually understood as both ethical and ironic. It is possible, however, that Aspern's archive is not merely a "McGuffin"--an empty signifier around which the narrative revolves--but rather is an agency that wills its own destruction. Following Derrida's argument in Archive Fever that the archive is always already on fire, this essay explores the figurative economy by which living bodies are in the grip of the dead and which sustains a continuity between the hand that writes and the hand that burns.
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