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Video Games And Spatiality In American Studies


Video Games And Spatiality In American Studies
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Video Games And Spatiality In American Studies


Video Games And Spatiality In American Studies
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Author : Dietmar Meinel
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-02-21

Video Games And Spatiality In American Studies written by Dietmar Meinel and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-02-21 with History categories.


While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.



End Game


End Game
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Author : Lorenzo DiTommaso
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2024-09-02

End Game written by Lorenzo DiTommaso and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-09-02 with Games & Activities categories.


Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.



Immersion Narrative And Gender Crisis In Survival Horror Video Games


Immersion Narrative And Gender Crisis In Survival Horror Video Games
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Author : Andrei Nae
language : en
Publisher: Routledge
Release Date : 2021-09-09

Immersion Narrative And Gender Crisis In Survival Horror Video Games written by Andrei Nae and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-09-09 with Literary Criticism categories.


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.



Video Game Ecologies And Culture


Video Game Ecologies And Culture
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Author : Nathalie Aghoro
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2025-03-17

Video Game Ecologies And Culture written by Nathalie Aghoro and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-03-17 with Games & Activities categories.


Video Game Ecologies and Culture examines the environments that video games affect and are impacted by. The edited collection engages with the notion of ecology as a critical concept that allows to study video game conceptions of human, posthuman, and natural environments and explore the entangled eco-cultural formations in video games and gaming. The contributions discuss the theme of video game ecologies with an interdisciplinary emphasis on the cultural, political, social, and ecological discourses pertaining to the medium and reflect on the relations and imaginaries developed through eco/critical video game practices. These interrelations are carved out in essays on relationality, kinship, and capitalist ruins, immersion in virtual marine ecosystems, video games and the commodification of ecocriticism, eco-colonial power formations, playing and recording nature, gender and post-anthropocentric game worlds, time-loop chronotopes, and ludoaffective dissonance and survival in video games.



How To Queer The World


How To Queer The World
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Author : Bo Ruberg
language : en
Publisher: NYU Press
Release Date : 2025-04-22

How To Queer The World written by Bo Ruberg and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-22 with Games & Activities categories.


What video games teach us about building a better world What does it mean to build a world? Worldbuilding is traditionally understood as an expression of storytelling across media forms. Yet, as video games show us, worldbuilding does not necessarily need to center narrative elements. Instead, new worlds can allow us to reimagine existing structures, conventions, and constants. Doing so gives us the tools to queer the world around us. How to Queer the World argues that video games provide us with keen insight into worldbuilding. With these insights come a new understanding of the ever-elusive ideals of queer worldmaking. Video games challenge us to address how worlds are built through underlying systems rather than surface-level representation. They also offer opportunities to envision alternate and queer ways of living, loving, desiring, and being. Each of the chapters in this book presents a close reading of a video game that illustrates one way of building worlds and encoding them with meaning, focusing on elements of digital media often overlooked as technical rather than cultural. From the design of game mechanics and user interfaces to the use of graphics software and physics simulations, Bo Ruberg argues that these aspects of video games represent a critical toolkit for seeing the work of worldbuilding differently—in video games and beyond. Simultaneously, each of these video games models an approach to what Ruberg terms “queer worldbuilding.” Queer worldbuilding radically remakes the world by destabilizing the fundamental logics of our own universe: who we are, what we can do, how our bodies move, and how we exist within time and space.



Playing American


Playing American
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Author : Sören Schoppmeier
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2023-10-04

Playing American written by Sören Schoppmeier and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-04 with Games & Activities categories.


Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies – concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively – highlight different figurations of "playing American." Thematic foci range from public discourses on systemic racism and neoliberal capitalism to the justification of real-world surveillance practices and to the reconfiguration of the Western in the digital age. Playing American provides those interested in either videogames or American culture with a fresh angle and new concepts regarding its subject matters. It demonstrates that videogames are agents of cultural reproduction that do distinct cultural work for American culture in the twenty-first century.



Video Games And Spatiality In American Studies An Introduction


Video Games And Spatiality In American Studies An Introduction
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Author : Dietmar Meinel
language : en
Publisher:
Release Date : 2022

Video Games And Spatiality In American Studies An Introduction written by Dietmar Meinel and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with categories.




Playing The Field


Playing The Field
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Author : Sascha Pöhlmann
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2019-08-19

Playing The Field written by Sascha Pöhlmann and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-19 with History categories.


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.



Handbook Of Computer Game Studies


Handbook Of Computer Game Studies
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Author : Joost Raessens
language : en
Publisher: MIT Press
Release Date : 2011-08-19

Handbook Of Computer Game Studies written by Joost Raessens and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-19 with Computers categories.


A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.



Space Oddities


Space Oddities
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Author : Stefan L. Brandt
language : en
Publisher: LIT Verlag Münster
Release Date : 2018

Space Oddities written by Stefan L. Brandt and has been published by LIT Verlag Münster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with History categories.


"Space Oddities: Difference and Identity in the American City" approaches a space (and place) central to the American imagination-the city. In particular, this volume discusses the paradoxes of American cities and American urban life. In this way, the book critically engages with the paradoxes of the American identity, embodied by cultural practices in, and cultural representations of, urban life in the United States. (Series: American Studies in Austria, Vol. 16) [Subject: Sociology, American Studies, Cultural Studies, Urban Studies]