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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Andrei Nae |
Publisher |
: Routledge |
Release |
: 2021-09-09 |
File |
: 256 Pages |
ISBN-13 |
: 9781000440652 |
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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Ewan Kirkland |
Publisher |
: Routledge |
Release |
: 2021-10-01 |
File |
: 216 Pages |
ISBN-13 |
: 9781000453102 |
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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.
Product Details :
Genre |
: Social Science |
Author |
: Tom van Nuenen |
Publisher |
: Taylor & Francis |
Release |
: 2023-10-25 |
File |
: 98 Pages |
ISBN-13 |
: 9781003827177 |
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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Bettina Bódi |
Publisher |
: Taylor & Francis |
Release |
: 2022-12-30 |
File |
: 173 Pages |
ISBN-13 |
: 9781000829877 |
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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.
Product Details :
Genre |
: Social Science |
Author |
: Gaspard Pelurson |
Publisher |
: Taylor & Francis |
Release |
: 2022-07-29 |
File |
: 133 Pages |
ISBN-13 |
: 9781000625257 |
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BOOK EXCERPT:
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 culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies.
Product Details :
Genre |
: Social Science |
Author |
: Connor Jackson |
Publisher |
: Taylor & Francis |
Release |
: 2024-11-14 |
File |
: 129 Pages |
ISBN-13 |
: 9781040268186 |
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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Björn Sjöblom |
Publisher |
: Taylor & Francis |
Release |
: 2022-12-30 |
File |
: 233 Pages |
ISBN-13 |
: 9781000824872 |
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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Marco Caracciolo |
Publisher |
: Taylor & Francis |
Release |
: 2024-02-26 |
File |
: 102 Pages |
ISBN-13 |
: 9781040018163 |
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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Poppy Wilde |
Publisher |
: Taylor & Francis |
Release |
: 2023-09-21 |
File |
: 243 Pages |
ISBN-13 |
: 9781000963076 |
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BOOK EXCERPT:
"America is the world's biggest haunted house and American Scary is the only travel guide you need. I loved this book." —Grady Hendrix, New York Times bestselling author of How to Sell a Haunted House and The Final Girl Support Group From the acclaimed author of American Comics comes a sweeping and entertaining narrative that details the rise and enduring grip of horror in American literature, and, ultimately, culture—from the taut, terrifying stories of Edgar Allan Poe to the grisly, lingering films of Jordan Peele America is held captive by horror stories. They flicker on the screen of a darkened movie theater and are shared around the campfire. They blare out in tabloid true-crime headlines, and in the worried voices of local news anchors. They are consumed, virally, on the phones in our pockets. Like the victims in any slasher movie worth its salt, we can’t escape the thrall of scary stories. In American Scary, noted cultural historian and Columbia professor Jeremy Dauber takes the reader to the startling origins of horror in the United States. Dauber draws a captivating through line that ties historical influences ranging from the Salem witch trials and enslaved-person narratives directly to the body of work we more closely associate with horror today: the weird tales of H. P. Lovecraft, the lingering fiction of Shirley Jackson, the disquieting films of Alfred Hitchcock, the up-all-night stories of Stephen King, and the gripping critiques of Jordan Peele. With the dexterous weave of insight and style that have made him one of America’s leading historians of popular culture, Dauber makes the haunting case that horror reveals the true depths of the American mind.
Product Details :
Genre |
: Social Science |
Author |
: Jeremy Dauber |
Publisher |
: Hachette UK |
Release |
: 2024-10-01 |
File |
: 324 Pages |
ISBN-13 |
: 9781643755977 |