Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1000440656
Total Pages : 256 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae

Download or read book Immersion, Narrative, and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Manifestations of Queerness in Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000625257
Total Pages : 133 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Manifestations of Queerness in Video Games by : Gaspard Pelurson

Download or read book Manifestations of Queerness in Video Games written by Gaspard Pelurson and published by Taylor & Francis. This book was released on 2022-07-29 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokémon memes on border politics, flânerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Muñoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.

Traveling through Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1003827179
Total Pages : 98 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Traveling through Video Games by : Tom van Nuenen

Download or read book Traveling through Video Games written by Tom van Nuenen and published by Taylor & Francis. This book was released on 2023-10-25 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.

Videogames and the Gothic

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Publisher : Routledge
ISBN 13 : 1000453103
Total Pages : 216 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Videogames and the Gothic by : Ewan Kirkland

Download or read book Videogames and the Gothic written by Ewan Kirkland and published by Routledge. This book was released on 2021-10-01 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Representing Conflicts in Games

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Publisher : Taylor & Francis
ISBN 13 : 100082487X
Total Pages : 233 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Representing Conflicts in Games by : Björn Sjöblom

Download or read book Representing Conflicts in Games written by Björn Sjöblom and published by Taylor & Francis. This book was released on 2022-12-30 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.

Videogames and Agency

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000829871
Total Pages : 173 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Videogames and Agency by : Bettina Bódi

Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

On Soulsring Worlds

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Publisher : Taylor & Francis
ISBN 13 : 1040018165
Total Pages : 102 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis On Soulsring Worlds by : Marco Caracciolo

Download or read book On Soulsring Worlds written by Marco Caracciolo and published by Taylor & Francis. This book was released on 2024-02-26 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.

Metagames

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Publisher : Taylor & Francis
ISBN 13 : 1003861261
Total Pages : 209 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Metagames by : Agata Waszkiewicz

Download or read book Metagames written by Agata Waszkiewicz and published by Taylor & Francis. This book was released on 2024-03-05 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

Posthuman Gaming

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Publisher : Taylor & Francis
ISBN 13 : 1000963071
Total Pages : 243 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Posthuman Gaming by : Poppy Wilde

Download or read book Posthuman Gaming written by Poppy Wilde and published by Taylor & Francis. This book was released on 2023-09-21 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

Longing, Ruin, and Connection in Hideo Kojima’s Death Stranding

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Author :
Publisher : Routledge
ISBN 13 : 1000559327
Total Pages : 117 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis Longing, Ruin, and Connection in Hideo Kojima’s Death Stranding by : Amy M. Green

Download or read book Longing, Ruin, and Connection in Hideo Kojima’s Death Stranding written by Amy M. Green and published by Routledge. This book was released on 2021-12-27 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume provides an in-depth examination of the video game Death Stranding, focusing on the game’s exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language. Offering the first close examination of Death Stranding’s narrative, the book also incorporates a strong foundation in game studies, most especially related to the concepts of immersion and embodiment. The focus of the book lies in considering how Death Stranding expands on the themes of ruin, longing, and the need for connection, and whether a reconciliation—on a community level, national level, or even global level—might be possible. This book will appeal to scholars in a variety of disciplines in the Humanities and the Social Sciences, from video game studies and media studies to English, history, philosophy, and popular culture.

Gaming and the Arts of Storytelling

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Author :
Publisher : MDPI
ISBN 13 : 3039212311
Total Pages : 144 pages
Book Rating : 4.0/5 (392 download)

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Book Synopsis Gaming and the Arts of Storytelling by : Darshana Jayemanne

Download or read book Gaming and the Arts of Storytelling written by Darshana Jayemanne and published by MDPI. This book was released on 2019-07-12 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

Playing the Field

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110659409
Total Pages : 296 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Playing the Field by : Sascha Pöhlmann

Download or read book Playing the Field written by Sascha Pöhlmann and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-19 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.

Religious Narratives in Contemporary Culture

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Author :
Publisher : BRILL
ISBN 13 : 9004453822
Total Pages : 229 pages
Book Rating : 4.0/5 (44 download)

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Book Synopsis Religious Narratives in Contemporary Culture by :

Download or read book Religious Narratives in Contemporary Culture written by and published by BRILL. This book was released on 2021-04-26 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Religious Narratives in Contemporary Culture: Between Cultural Memory and Transmediality analyzes the presence and function of traces of religious narratives in contemporary western culture, from the perspective of cultural memory studies and the transmedial study of narrative and art.

The Playful Undead and Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1351716514
Total Pages : 409 pages
Book Rating : 4.3/5 (517 download)

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Book Synopsis The Playful Undead and Video Games by : Stephen J. Webley

Download or read book The Playful Undead and Video Games written by Stephen J. Webley and published by Routledge. This book was released on 2019-07-17 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.

Horror Video Games

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Author :
Publisher : McFarland
ISBN 13 : 0786454792
Total Pages : 311 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Horror Video Games by : Bernard Perron

Download or read book Horror Video Games written by Bernard Perron and published by McFarland. This book was released on 2014-01-10 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.

Gender and Contemporary Horror in Comics, Games and Transmedia

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Author :
Publisher : Emerald Group Publishing
ISBN 13 : 1787691098
Total Pages : 279 pages
Book Rating : 4.7/5 (876 download)

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Book Synopsis Gender and Contemporary Horror in Comics, Games and Transmedia by : Robert Shail

Download or read book Gender and Contemporary Horror in Comics, Games and Transmedia written by Robert Shail and published by Emerald Group Publishing. This book was released on 2019-09-19 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the constant changes in contemporary popular media, the horror genre retains its attraction for audiences of all backgrounds. This edited collection explores modern representations of gender in horror and how this factors into the genre's appeal.

Mapping Digital Game Culture in China

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Author :
Publisher : Springer Nature
ISBN 13 : 303036111X
Total Pages : 229 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Mapping Digital Game Culture in China by : Marcella Szablewicz

Download or read book Mapping Digital Game Culture in China written by Marcella Szablewicz and published by Springer Nature. This book was released on 2020-02-18 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.