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Metagames
  • Language: en
  • Pages: 209

Metagames

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 case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

Delicious Pixels
  • Language: en
  • Pages: 196

Delicious Pixels

Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.

Microdystopias
  • Language: en
  • Pages: 217

Microdystopias

This edited collection examines the effects that macrosystems have on the figuration of our everyday—of microdystopias—and argues that microdystopic narratives are part of a genre that has emerged in contrast to classic dystopic manifestations of world-shattering events. From different methodological and theoretical positions in fieldworks ranging from literary works and young adult series to concrete places and games, the contributors in Microdystopias: Aesthetics and Ideologies in a Broken Moment sound the depths of an existential sense of shrinking horizons – spatially, temporally, emotionally, and politically. The everyday encroachment on our sense of spatial orientation that gradu...

Black Witches and Queer Ghosts
  • Language: en
  • Pages: 271

Black Witches and Queer Ghosts

This book is a collection of 13 essays centering on supernatural serials such as television programs, video games, anime, and manga, featuring teen protagonists and marketed to teen audiences. These essays provide discussions of characters in teen supernatural serials who disrupt white, cisgender social narratives, and addresses possible ways that the on-screen depictions of these characters, who may be POC or LGBTQIA+, can lead to additional discussions of more accurate representations of the Other in the media. This collection explores depictions of characters of color and/or LGBTQ characters in teen supernatural serials who were/are marginalized and examines the possible issues that these depictions can raise on a social level and, possibly, a developmental level for audience members who belong to these communities. The essays included in this collection thoroughly examine these characters and their narratives while providing nuanced examinations of how the media chooses to represent teens of color and LGBTQIA+ teens.

Introduction to Game Analysis
  • Language: en
  • Pages: 351

Introduction to Game Analysis

This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across h...

On Soulsring Worlds
  • Language: en
  • Pages: 102

On Soulsring Worlds

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.

Asian Histories and Heritages in Video Games
  • Language: en
  • Pages: 219

Asian Histories and Heritages in Video Games

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, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationall...

Central and Eastern European Histories and Heritages in Video Games
  • Language: en
  • Pages: 244

Central and Eastern European Histories and Heritages in Video Games

This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.

Metagames
  • Language: en

Metagames

  • Type: Book
  • -
  • Published: 2024-03-05
  • -
  • Publisher: Routledge

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 case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, Hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

The Routledge Companion to Gender, Sexuality and Culture
  • Language: en
  • Pages: 613

The Routledge Companion to Gender, Sexuality and Culture

The Routledge Companion to Gender, Sexuality, and Culture is an intersectional, diverse, and comprehensive collection essential for students and researchers examining the intersection of sexuality and culture. The book seeks to reflect established theories while anticipating future developments within gender, sexuality, and cultural studies. A range of international contributors, including leaders in their field, provide insights into dominant and marginalised subjects. Comprising over 30 chapters, the volume is comprised into five thematic parts: Identifying, Embodying, Making, Doing, and Resisting. Topics explored include homonormativity, poetry, video games, menstruation, fatness, disability, sex toys, sex work, BDSM, dating apps, body modifications, and politics and activism. This is an important and unique collection aimed at scholars, researchers, activists, and practitioners across cultural studies, gender studies and sociology.