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Videogames and the Gothic [Kõva köide]

(University of Brighton, UK.)
  • Formaat: Hardback, 140 pages, kõrgus x laius: 234x156 mm, kaal: 335 g
  • Sari: Routledge Advances in Game Studies
  • Ilmumisaeg: 30-Sep-2021
  • Kirjastus: Routledge
  • ISBN-10: 036746022X
  • ISBN-13: 9780367460228
Teised raamatud teemal:
  • Formaat: Hardback, 140 pages, kõrgus x laius: 234x156 mm, kaal: 335 g
  • Sari: Routledge Advances in Game Studies
  • Ilmumisaeg: 30-Sep-2021
  • Kirjastus: Routledge
  • ISBN-10: 036746022X
  • ISBN-13: 9780367460228
Teised raamatud teemal:
"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 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, and contends that irrespective of narrative or aesthetic qualities, 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 keycontribution 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"

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 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, and contends that irrespective of narrative or aesthetic qualities, 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.



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 within digital games.

Acknowledgements viii
Introduction 1(25)
1 Haunting Ground
26(20)
2 Bio Shock
46(20)
3 Gone Home
66(18)
4 What Remains of Edith Finch
84(19)
5 Night in the Woods
103(19)
Conclusion 122(6)
Bibliography 128(9)
Index 137
Ewan Kirkland is Principal Lecturer in Animation and Games Art & Design at the University of Brighton, UK.