APA 6th Edition
Ryle, S. & Vestić, V. (2019). FRACTALS IN ASSASSIN’S CREED. Zbornik radova Filozofskog fakulteta u Splitu, (12), 3-22. Retrieved from https://hrcak.srce.hr/230636
MLA 8th Edition
Ryle, Simon and Victoria Vestić. “FRACTALS IN ASSASSIN’S CREED.” Zbornik radova Filozofskog fakulteta u Splitu, vol. , no. 12, 2019, pp. 3-22. https://hrcak.srce.hr/230636. Accessed 27 Feb. 2020.
Chicago 17th Edition
Ryle, Simon and Victoria Vestić. “FRACTALS IN ASSASSIN’S CREED.” Zbornik radova Filozofskog fakulteta u Splitu , no. 12 (2019): 3-22. https://hrcak.srce.hr/230636
Harvard
Ryle, S., and Vestić, V. (2019). ‘FRACTALS IN ASSASSIN’S CREED’, Zbornik radova Filozofskog fakulteta u Splitu, (12), pp. 3-22. Available at: https://hrcak.srce.hr/230636 (Accessed 27 February 2020)
Vancouver
Ryle S, Vestić V. FRACTALS IN ASSASSIN’S CREED. Zbornik radova Filozofskog fakulteta u Splitu [Internet]. 2019 [cited 2020 February 27];(12):3-22. Available from: https://hrcak.srce.hr/230636
IEEE
S. Ryle and V. Vestić, “FRACTALS IN ASSASSIN’S CREED”, Zbornik radova Filozofskog fakulteta u Splitu, vol., no. 12, pp. 3-22, 2019. [Online]. Available: https://hrcak.srce.hr/230636. [Accessed: 27 February 2020]
Abstracts:
This essay explores the fractal narrative structure of the popular video game Assassin’s Creed (2008). It theorizes a mode of fractal analysis of narration. It explores the existence of a political dimension to fractal aesthetics in Assassin’s Creed in particular, which it claims is alert to important biopolitical insights concerning the situation of contemporary digital power. Drawing from Timothy Morton’s analysis of hyperobjects, it argues that fractals pertain to vital contemporary political questions. Analysing Steven Shaviro’s concept of modulation, the essay finds fractal analysis to be alert to contemporary questions of digital biopolitics. The essay claims that the fractal narrative structure of Assassin’s Creed constitutes an innovative recognition of the biopolitics of video game playing.
Keywords:
fractals; narrative; video game; hyperobjects; digital power; modulation; biopolitics.