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Abstract

Video games are often a widespread access point for studying information-seeking behaviors, as a large portion of the population (and its youth) play them. Understanding how real-world analogues, like libraries, are portrayed in games can give us insights into how they mirror conflicts of reality. By examining the depictions of information systems and accompanying curators in Halo: Combat Evolved (2001), we can begin to investigate the perceptions of libraries and their antagonism in ludonarratives. Resulting analysis reveals multiple layers of archival hostility that are ultimately upended in later iterations in the game series, changing the nature of the library itself. This article closely examines the place-based narrative choices in Halo:CE while discussing the resulting possible impacts on the player.

Digital Object Identifier (DOI)

10.35492/docam/10/1/8

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