Clair Obscur as a manifestation of semantic dissonance in the perception of the indie game category
DOI:
https://doi.org/10.7494/human.2026.25.1.8008Keywords:
Clair Obscur: Expedition 33; semantic dissonance; indie games; video games; industry discourse; consumer discourseAbstract
This article analyzes the phenomenon of semantic dissonance in the use of the term "indie game," using the media discourse surrounding Clair Obscur: Expedition 33, developed by Sandfall Interactive (2025), as an example. The authors examine the presence and categorization of the title at industry awards galas, in journalistic publications, and in discussions on social media forums. The aim of the analysis is to reveal the tension between the production's economic and institutional status and its perception as an independent game in the minds of audiences and other participants in media discourse.The semantic dissonance is revealed as a clash of two visions of the indie game: the prescriptive one—emphasizing its radicalism, freedom, and revolutionary potential—and the descriptive one, situating it within the real structures of the industry.
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