Taking an original, in-depth approach, this book investigates the forms and functions of metareference in videogames. This book will appeal to videogame researchers and transmedial narratologists as well as to those interested in metaization in me...Loe edasi...
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. Metagames...Loe edasi...
Videogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective. Bringing together a group of distinguished scholars from various geograp...Loe edasi...
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....Loe edasi...
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....Loe edasi...
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, affec...Loe edasi...
This book explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer cul...Loe edasi...
This book explores the representations of Central and Eastern European histories in digital games. This book explores the representations of Central and Eastern European histories in digital games.Focusing on games tha...Loe edasi...
This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq,...Loe edasi...
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....Loe edasi...
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...Loe edasi...
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....Loe edasi...
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...Loe edasi...
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, the author illustrates the ways particular tropes of Gothic culture have been appropriated by and transformed w...Loe edasi...
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. It will appeal not only to scholars working in game studies, but also to scholars of horror, gend...Loe edasi...
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 commod...Loe edasi...
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 embo...Loe edasi...
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...Loe edasi...
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...Loe edasi...
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 connecti...Loe edasi...
This book offers an overview of how conflicts are represented and enacted in a variety of game genres and systems, highlighting the intrinsic connection between games and conflict through a set of theoretical and empirical studies....Loe edasi...
Drawing on qualitative player studies and approaches from media aesthetics theory, The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, dist...Loe edasi...
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world....Loe edasi...
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a...Loe edasi...
Comics and Videogames offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual investigations of hybridity and transmedia storytelling with a rich...Loe edasi...
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media....Loe edasi...
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....Loe edasi...
This volume provides an in-depth examination of the video game Death Stranding, focusing on the games exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language. Offering the first close examination of...Loe edasi...
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, the author illustrates the ways particular tropes of Gothic culture - neo-medieval aesthetics, secret-filled laby...Loe edasi...
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 t...Loe edasi...
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...Loe edasi...
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary...Loe edasi...
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a...Loe edasi...
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narra...Loe edasi...
Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts:...Loe edasi...
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. ...Loe edasi...
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotiona...Loe edasi...
This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitizati...Loe edasi...
This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers thems...Loe edasi...
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical edited book concept, and offer a very concise volume with several f...Loe edasi...
Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becomi...Loe edasi...
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 t...Loe edasi...
This book employs an evolutionary psychology approach to games research in order to broaden our understanding of the appeal and effects of digital games. The vast majority of social science research on the reasons people play (specific) games has...Loe edasi...
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Throug...Loe edasi...
This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system h...Loe edasi...
Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game p...Loe edasi...
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened...Loe edasi...
Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due...Loe edasi...
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relations...Loe edasi...
This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitizati...Loe edasi...