Previous Article in Journal
Between Erotic Representation and Minority Identity: The Cultural Role of Sabu in Japanese Gay Magazines
Previous Article in Special Issue
More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
This is an early access version, the complete PDF, HTML, and XML versions will be available soon.
Article

Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI

1
Department of English, University of Central Florida, Orlando, FL 32816, USA
2
Nicholson School of Communication and Media, University of Central Florida, Orlando, FL 32816, USA
*
Author to whom correspondence should be addressed.
Humanities 2026, 15(1), 2; https://doi.org/10.3390/h15010002 (registering DOI)
Submission received: 14 October 2025 / Revised: 2 December 2025 / Accepted: 13 December 2025 / Published: 21 December 2025
(This article belongs to the Special Issue Electronic Literature and Game Narratives)

Abstract

This article examines Split Fiction, a cooperative video game that engages with themes of authorship, creativity, and artificial intelligence in the digital age. The game presents aspiring authors whose creative ideas are extracted by a corporate machine—a metaphor for contemporary generative AI systems. Through its mandatory two-player cooperative mechanics and genre-shifting gameplay, Split Fiction explores tensions between human creativity and automated generation, individual authorship and corporate extraction, and procedural rhetoric versus narrative meaning. We analyze how the game’s mechanical variety, intertextual references, and meta-narrative structure comment on the current landscape of AI in creative industries, particularly as director Josef Fares’s ambivalent statements about AI complicate straightforward readings of the work as purely anti-AI critique. The game ultimately offers a nuanced exploration of creative labor futures in an age where the boundaries between human and machine authorship grow increasingly uncertain.
Keywords: video games; artificial intelligence; authorship; generative AI; cooperative gameplay; procedural rhetoric; creative labor; interactive narrative; game studies video games; artificial intelligence; authorship; generative AI; cooperative gameplay; procedural rhetoric; creative labor; interactive narrative; game studies

Share and Cite

MDPI and ACS Style

Salter, A.; Murray, J.T. Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI. Humanities 2026, 15, 2. https://doi.org/10.3390/h15010002

AMA Style

Salter A, Murray JT. Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI. Humanities. 2026; 15(1):2. https://doi.org/10.3390/h15010002

Chicago/Turabian Style

Salter, Anastasia, and John T. Murray. 2026. "Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI" Humanities 15, no. 1: 2. https://doi.org/10.3390/h15010002

APA Style

Salter, A., & Murray, J. T. (2026). Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI. Humanities, 15(1), 2. https://doi.org/10.3390/h15010002

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Article metric data becomes available approximately 24 hours after publication online.
Back to TopTop