ACADEMIA Letters
Death and Dying in Games: A Catholic theological
engagement of Bosman’s typology of narratological
embeddings of player’s death
Matthew Pulis
1. Introduction
Videogame-related scholarly work rarely focuses on the death of the player’s avatar. Death
in this refection is not considered as “morally problematic or dangerous to audiences, but
as an unnecessary narrative disruption due to the typical game structure of trial-and-error,
die-and-retry.”[i] Videogames may be the only narrative medium where the player’s death
is “entirely routine” and often leads to frustration[ii] even though they have the capacity to
trigger existential refection.[iii]
The aim of this essay is to theologically engage Frank Bosman’s three-categories of how
videogames deal with death, while juxtaposing the apparent fear of death exhibited in games
with embracing “sister death.”[iv]
2. Narratological Embeddings
Bosman asserts that death or its absence communicates to the player their “(in)ability to
achieve” targets embedded in the game.[v] In examining videogames Bosman outlines three
categories of narratological embeddings (NE), each with further sub-types as per Figure 1.
The Actual death embedding takes death seriously because the avatar dies. The continuity
of play is narratologically safeguarded through cloning (1A); and by bringing in a replacement:
Academia Letters, July 2021
Corresponding Author: Matthew Pulis, matthew.pulis.02@um.edu.mt
Citation: Pulis, M. (2021). Death and Dying in Games: A Catholic theological engagement of Bosman’s
typology of narratological embeddings of player’s death. Academia Letters, Article 1558.
https://doi.org/10.20935/AL1558.
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©2021 by the author — Open Access — Distributed under CC BY 4.0