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Bridging fictional game guides and imaginary games: the strange case of Vermis by Plastiboo
Umeå University, Faculty of Social Sciences, Department of Education.
Umeå University, Faculty of Arts, Humlab.
Umeå University, Faculty of Social Sciences, Department of Informatics.ORCID iD: 0000-0003-1325-1266
2025 (English)In: Eludamos: Journal for Computer Game Culture, E-ISSN 1866-6124, Vol. 16, no 1, p. 7-22Article in journal (Refereed) Published
Abstract [en]

This article proposes a widened view of fictional games by considering the game guidebook Vermis I –Lost Dungeons and Forbidden Woods (2023) by Plastiboo. Through a kaleidoscope of theoretical concepts hailing from playfulness, aesthetics, design, narratology, and literary reception, the authors engage with the issues of literary play and imaginary games. This con-clusion is drawn: Vermis exemplifies a fictional game existing both parallel to a secondary world and within its own secondary world created by afactual book. Its format invites a lit-erary play activity showcasing the playful power inherent in fictional games.

Place, publisher, year, edition, pages
UiT The Arctic University of Norway , 2025. Vol. 16, no 1, p. 7-22
Keywords [en]
Fictional games, Vermis, Plastiboo, aesthetics, play, reading, guidebook
National Category
Pedagogy
Identifiers
URN: urn:nbn:se:umu:diva-241650DOI: 10.7557/23.7913Scopus ID: 2-s2.0-105009464222OAI: oai:DiVA.org:umu-241650DiVA, id: diva2:1978497
Available from: 2025-06-27 Created: 2025-06-27 Last updated: 2025-07-15Bibliographically approved

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Timvig, TimEngqvist, Carl-ErikDanielsson, Karin

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CiteExportLink to record
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Citation style
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