{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:31:37Z","timestamp":1777645897853,"version":"3.51.4"},"reference-count":14,"publisher":"SAGE Publications","issue":"4","license":[{"start":{"date-parts":[[2019,12,19]],"date-time":"2019-12-19T00:00:00Z","timestamp":1576713600000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2021,6]]},"abstract":"<jats:p>Video games are well suited to exploring questions of philosophical intent through their construction and design. Exploring the layered and complex forms of video game design and aesthetics is a growing area of gaming studies that is pointing toward these larger and important questions, even changing the way gaming studies is being approached by scholars. This article examines the relationship between video games\u2019 design and aesthetics and Derrida\u2019s conceptual framework of hauntology. Using Mannon and Temkin\u2019s definition of glitch aesthetics, I conduct a close visual analysis of Tacoma as a case study in how Derrida\u2019s hauntology is present within video games. Tacoma\u2019s aesthetic choices bring to light how video games play with Western understandings of presence, life, and death.<\/jats:p>","DOI":"10.1177\/1555412019894400","type":"journal-article","created":{"date-parts":[[2019,12,19]],"date-time":"2019-12-19T05:32:25Z","timestamp":1576733545000},"page":"407-418","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":3,"title":["The Haunting Aesthetics of\n                    <i>Tacoma<\/i>"],"prefix":"10.1177","volume":"16","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6463-1117","authenticated-orcid":false,"given":"Ashley P.","family":"Jones","sequence":"first","affiliation":[{"name":"Georgia State University, Atlanta, GA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2019,12,19]]},"reference":[{"key":"bibr1-1555412019894400","volume-title":"Halo 4 [Video game]","author":"343 Industries","year":"2012"},{"key":"bibr2-1555412019894400","first-page":"66","volume":"3","author":"Clanton C.","year":"2012","journal-title":"ManyCinemas"},{"key":"bibr3-1555412019894400","doi-asserted-by":"publisher","DOI":"10.1093\/fs\/kni143"},{"key":"bibr4-1555412019894400","volume-title":"Specters of Marx: The state of the debt, the work of mourning, and the new international","author":"Derrida J.","year":"1994"},{"key":"bibr6-1555412019894400","doi-asserted-by":"publisher","DOI":"10.1525\/fq.2012.66.1.16"},{"key":"bibr8-1555412019894400","volume-title":"Tacoma [Video game]","author":"Fullbright Games","year":"2017"},{"key":"bibr9-1555412019894400","first-page":"189","volume-title":"Science fiction and cultural theory: A reader","author":"Gunning T","year":"2015"},{"key":"bibr10-1555412019894400","first-page":"1","volume":"6","author":"Manon H. S.","year":"2011","journal-title":"World Picture"},{"key":"bibr11-1555412019894400","volume-title":"Phantasmagoria: Specters of absence","author":"Roca J","year":"2007"},{"key":"bibr12-1555412019894400","volume-title":"Batman: Arkham knight [Video game]","author":"Rocksteady Studios","year":"2015"},{"key":"bibr13-1555412019894400","doi-asserted-by":"crossref","first-page":"7","DOI":"10.1353\/dis.2006.a250378","volume":"28","author":"Schwartz L.-G.","year":"2006","journal-title":"Discourse"},{"key":"bibr14-1555412019894400","volume-title":"Haunted media: Electronic presence from telegraphy to television","author":"Sconce J.","year":"2000"},{"key":"bibr15-1555412019894400","volume-title":"Phantasmagoria","author":"Warner M.","year":"2006"},{"key":"bibr16-1555412019894400","volume-title":"The Riddling between Oedipus and the Sphinx: Ontology, Hauntology, and Heterologies of the Grotesque","author":"Yuan Y.","year":"2016"}],"container-title":["Games and Culture"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/1555412019894400","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/full-xml\/10.1177\/1555412019894400","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/1555412019894400","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,4,29]],"date-time":"2026-04-29T06:33:42Z","timestamp":1777444422000},"score":1,"resource":{"primary":{"URL":"https:\/\/journals.sagepub.com\/doi\/10.1177\/1555412019894400"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,12,19]]},"references-count":14,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2021,6]]}},"alternative-id":["10.1177\/1555412019894400"],"URL":"https:\/\/doi.org\/10.1177\/1555412019894400","relation":{},"ISSN":["1555-4120","1555-4139"],"issn-type":[{"value":"1555-4120","type":"print"},{"value":"1555-4139","type":"electronic"}],"subject":[],"published":{"date-parts":[[2019,12,19]]}}}