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==Video games and new media== In his essay "Half-Real", [[MIT]] professor and [[Game studies|ludologist]] Jesper Juul argues that the intrinsic nature of video games is magic realist.<ref>{{cite book|last1=Juul|first1=Jesper|title=Half-Real: Video Games Between Real Rules and Fictional Worlds|date=2015|publisher=MIT Press|location=Cambridge|isbn=9780262101103|edition=Hardcover}}</ref> Early video games such as the 1986 text adventure ''[[Trinity (video game)|Trinity]]'' combined elements of science fiction, fantasy and magic realism.<ref>{{cite book|last1=Roger Tringham|first1=Neal|title=Science Fiction Video Games|date=2015|publisher=CRC Press|location=Boca Raton, USA|isbn=978-1-4822-0389-9}}</ref> [[Adventure game#Point-and-click adventure games|Point-and-click adventure]] games such as ''[[Kentucky Route Zero]]'' (2013) and ''Memoranda'' (2017) have also embraced the genre.<ref>{{Cite web|url=https://www.eurogamer.net/articles/2014-07-27-where-literature-and-gaming-collide|title=Where literature and gaming collide|last=McMullan|first=Thomas|date=2014-07-27|website=Eurogamer|language=en|access-date=2020-03-24|quote="Some of our first points of reference when sketching and imagining Kentucky Route Zero were in fiction - the magical realism of Gabriel Garcia Márquez and the southern gothic of Flannery O'Connor"}}</ref><ref>{{cite web|title=Memoranda|url=http://store.steampowered.com/app/430410/Memoranda/|website=Steam|publisher=Digital Dragon|access-date=24 June 2017|url-status=live|archive-url=https://web.archive.org/web/20170622010214/http://store.steampowered.com/app/430410/Memoranda|archive-date=22 June 2017}}</ref> The ''[[Metal Gear]]'' franchise has also frequently been cited as a notable example of magic realism, because of its combination of realistic [[military fiction]] with supernatural elements.<ref>{{cite web |last=Moira|first=Hicks|date=August 3, 2019|url=https://www.fanbyte.com/features/metal-gear-magical-realism/|title=How Metal Gear Eschewed Realism to Convey the Horror of Imperial Violence|publisher=Gematsu |accessdate=June 12, 2021}}</ref><ref>{{cite web |last=Keogh|first=Brendan|date=September 18, 2015|url=https://brkeogh.com/2015/09/18/on-metal-gear-solid-v-the-phantom-pain/|title=On Metal Gear Solid V: The Phantom Pain|publisher=Brkeogh.com|accessdate=June 12, 2021}}</ref><ref>{{cite magazine |last=Davenport|first=James|date=August 27, 2015|url=https://www.pcgamer.com/uk/how-to-become-a-metal-gear-expert-before-the-phantom-pain-comes-out/|title=Become a Metal Gear expert before The Phantom Pain comes out|magazine=[[PC Gamer]]|accessdate=June 12, 2021}}</ref><ref>{{cite web |last=Valle|first=Nathaniel|date=April 29, 2014|url= https://christandpopculture.com/marquez-vamp-metal-gear-solid-supernatural/|title=Marquez, Vamp, and Me – Metal Gear Solid and the Supernatural|publisher=Christ and Pop Culture|accessdate=June 12, 2021}}</ref> In [[electronic literature]], early author [[Michael Joyce (writer)|Michael Joyce]]'s ''[[afternoon, a story]]'' deploys the ambiguity and dubious narrator characteristic of high modernism, along with some suspense and romance elements, in a story whose meaning could change dramatically depending on the path taken through its lexias on each reading.<ref>{{cite web|last1=Walker|first1=Jill|title=Piecing together and tearing apart: finding the story in afternoon|url=http://jilltxt.net/txt/afternoon.html|website=jill/txt|publisher=ACM Hypertext 1999 conference|access-date=24 June 2017|url-status=live|archive-url=https://web.archive.org/web/20160315021903/http://jilltxt.net/txt/afternoon.html|archive-date=15 March 2016}}</ref>
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