The Company of Myself

The Company of Myself is a 2009 Flash platformer by Eli Piilonen featuring a hermit as the protagonist whose depressed inner thoughts appears as writing on the "walls" of the game.[1] Piilonen has stated that the "core intent [of the game] is to be half puzzle game and half character study".[2] It's been frequently cited as an early example of an art game and has received praise for how it deals with issues of mental health.[3][4][5][6] Tom Fronczak of Destructoid called the game "brilliant".[1] It was included in Michael Rose's 2014 book "250 Indie Games You Must Play"[7] and has been frequently cited in video games research.[8][9][10][11][12][13] Piilonen later released a prequel for the game called Fixation.

The Company of Myself
Screenshot of the game
Developer(s)Eli Piilonen
Platform(s)Browser, Flash
Release2010
Genre(s)Puzzle platformer
Mode(s)Single-player

References

  1. "Monday Mind Teaser: The Company of Myself". Destructoid. 27 April 2010. Retrieved 7 August 2021.
  2. "The Company of Myself". 2darray.net. Retrieved 7 August 2021.
  3. Salter, Anastasia (2014). Flash: building the interactive web. Cambridge, Massachusetts. pp. 108–109. ISBN 9780262028028.
  4. "A medley of meanings: Insights from an instance of gameplay in League of Legends". Journal of Comparative Research in Anthropology and Sociology (1/2015): 228.
  5. "These Games Explore the Struggle to Seek Psychological Help". www.vice.com.
  6. Childs, Mark; Peachey, Anna (2013). Understanding learning in virtual worlds. London. p. 11. ISBN 9781447153702.
  7. Rose, Mike (2011). 250 indie games you must play. Boca Raton, FL. p. 162. ISBN 9781439875759.
  8. Demi̇Rbaş, Kerem Yavuz (6 August 2015). "DİJİTAL OYUNLARA "OYUN TÜRÜ" YAKLAŞIMLARININ SORUNLARI: "PLATFORM OYUNLARI" TÜRÜ ÖRNEĞİ". SELÇUK ÜNİVERSİTESİ İLETİŞİM FAKÜLTESİ AKADEMİK DERGİSİ. 9 (1): 363. doi:10.18094/si.05694.
  9. Orsini Martinelli, Felipe; Armando Valente, Jose. Os Jogos Digitais Vistos Pelo Jogador: análise de aspectos narrativos (PDF). SBGames Proceedings of SBC (ISSN 2179-2259). Retrieved 21 July 2021.
  10. Andersen, Erik; O'Rourke, Eleanor; Liu, Yun-En; Snider, Richard; Lowdermilk, Jeffrey; Truong, David; Cooper, Seth; Popovic, Zoran (2012). "The Impact of Tutorials on Games of Varying Complexity". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Department of Computer Science & Engineering, University of Washington. pp. 59–68. doi:10.1145/2207676.2207687. ISBN 9781450310154. S2CID 2524148.
  11. Eurídice Cabañes, Eurídice; Rubio Méndez, María. "IDENTITY AND SIMULACRUM: THANK YOU MARIO, BUT YOUR IDENTITY IS IN ANOTHER CASTLE".
  12. Adellin, Riannatta; Khuan, Chen Tet; Gertrude, Leo David (2019). "Conceptual Framework Puzzle Game with High Replayability". Journal of Physics: Conference Series. 1228 (1): 012070. Bibcode:2019JPhCS1228a2070A. doi:10.1088/1742-6596/1228/1/012070.
  13. Marinescu Nenciu, Alina Petra; Rughinis, Cosima (2015). "Every Day the Same Dream? Social Critique Through Serious Gameplay". The International Scientific Conference ELearning and Software for Education. 11th International Conference eLearning and Software for Education. Bucharest. 2: 65–72. doi:10.12753/2066-026x-15-100. S2CID 257196140.
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