[PDF] Video Games And Spatiality In American Studies An Introduction - eBooks Review

Video Games And Spatiality In American Studies An Introduction


Video Games And Spatiality In American Studies An Introduction
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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.



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.




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.



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 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.



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.



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.



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.



Broadening Horizon


Broadening Horizon
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Author : Matthew Wilhelm Kapell
language : en
Publisher: McFarland
Release Date : 2025-02-27

Broadening Horizon written by Matthew Wilhelm Kapell and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-02-27 with Games & Activities categories.


Increasingly, digital games center their narratives during or after the apocalypse. In 2017, the action role-playing game Horizon Zero Dawn offered a new take on society after the end of the world. Horizon has since become a multimedia franchise, with a second video game released in 2022, in addition to comic books, a board game, and other adaptations in development. This collection analyzes the Horizon franchise and its presentation of the apocalypse, ecology, gender, history and more. Game story and game mechanics are fundamental to each essay and contributors offer a close reading--or close playing--of the games from perspectives as diverse as hauntology, postcolonialism, contemporary feminism, and historiography. This first collection on the Horizon franchise argues that we now live in an Apocalyptic period in the same way previous periods were known as Romantic, Modernist or Realist Periods, and makes the case that Horizon belongs at the crest of this new Apocalyptic Period and at the center of contemporary gaming and of game studies.



Rockstar Games And American History


Rockstar Games And American History
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Author : Esther Wright
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-08-22

Rockstar Games And American History written by Esther Wright 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 2022-08-22 with History categories.


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ