Skip to main content
Login
  1. Home
  2. Digital Humanities in precarious times
  3. Chapter 1: Constructing the dystopian in digital realms
AOSIS

Chapter 1: Constructing the dystopian in digital realms

  • Liam R Rothballer(author)
Chapter of: Digital Humanities in precarious times
  • Export Metadata
  • Metadata
  • Contributors

Export Metadata

Metadata
TitleChapter 1: Constructing the dystopian in digital realms
DOIhttps://doi.org/10.4102/aosis.2024.BK466.01
Landing pagehttps://books.aosis.co.za/index.php/ob/catalog/book/466
Licensehttps://creativecommons.org/licenses/by-nc-nd/4.0/
CopyrightMirna Nel, Phil van Schalkwyk, Abiodun Salawu, Gustav Butler & Gilbert Motsaathebe (eds.). Licensee: AOSIS (Pty) Ltd. The moral right of the editors and authors has been asserted.
PublisherAOSIS
Published on2026-06-09
Long abstract

Notions of the dystopian are often used in reference to narratives containing post-apocalyptic settings and concomitant breakdowns in social, cultural and political structures. The dystopian is thus a form of socio-cultural and socio-political critique that became quite prevalent in modern and postmodern literature and is predicated on narratives of a society that has experienced some form of cataclysmic breakdown of order, social cohesion and stability. Instances of the dystopian in contemporary digital media realms – such as those in interactive video games – show a heightened interest in the built environments that these stories take place in, foregrounding their role as more salient than being dramatised backdrop settings in the narrative. Consequently, digital realms and their built environments –especially those in video games such as Dark Souls: Remastered (2018), Horizon Zero Dawn (2017) and Cyberpunk 2077 (2020) – arguably use spatial design and architectural features quite strongly to create layers of narrative meaning that are signalled via formal components of their spatial composition. This interdisciplinary study explores how spatial–architectural features visually construct and narrate digital realms characterised by dystopian attributes of human corruption, suffering and survival in video games. To understand how space and architecture are prominent means of communicating socio-cultural concerns in digital instances of the dystopian, this chapter examines characteristics of dystopian storyworlds that construct spatial–architectural features as narrative meaning-making devices such metaphors, tropes, allegories and motifs. These are devices that lead to their consideration as a narrative construct with embedded and embodied diegetic meanings.

Print length18 pages
LanguageEnglish (Original)
THEMA
  • JNM
BIC
  • JNM
Keywords
  • Digital Humanities; humanity; digitisation; digitalisation; precarious; social sciences; digital transformation
Funding
  • North-West University
Contributors

Liam R Rothballer

(author)
North-West University
https://orcid.org/0000-0003-0804-1483

Liam R Rothballer is an MA student in History of Art under the guidance of Dr Louisemarié Combrink at NWU on the Potchefstroom campus, South Africa. He is a co-curator of the Cloud Matters group exhibition, which accompanied the NWU Digital Humanities in precarious times conference in November 2022, alongside Dr Annemi Conradie-Chetty and Nokukhanya S Khumalo. Rothballer was working on a study on the anthropology of space, eclectic architecture and environmental storytelling tropes of the dystopian in visual media while contributing to this book.

Export Metadata

UK registered social enterprise and Community Interest Company (CIC).

Company registration 14549556

Metadata

  • By book
  • By publisher
  • GraphQL API
  • Export API

Resources

  • Downloads
  • Videos
  • Merch
  • Presentations
  • Service status

Contact

  • Email
  • Bluesky
  • Mastodon
  • Github

Copyright © 2026 Thoth Open Metadata. Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution 4.0 International license.