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Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.
This book explores the video game Metal Gear Solid V’s exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game’s complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America’s use of Guantanamo Bay and the extraordinary rendition program as tools in the War on Terror. The Phantom Pain is examined as a work exploring post-9/11 in trauma, especially in returning soldiers. The characters appearing in both games are given substantial consideration and analysis as embodiments of different forms of PTSD and trauma. This book appeals especially to those interested in video game study, to those who are enthusiasts of video games, and those interested in post-9/11 narratives.
From debut author Amy K. Green comes a devastating tale of psychological suspense: A teen pageant queen is found murdered in a small New England town and her sister's search for answers unearths more than she bargained for. Days after a young pageant queen named Jenny is found murdered, her small town grieves the loss alongside her picture-perfect parents. At first glance, Jenny's tragic death appears clear-cut for investigators. The most obvious suspect is one of her fans, an older man who may have gotten too close for comfort. But Jenny's half-sister, Virginia—the sarcastic black sheep of the family—isn't so sure of his guilt and takes matters into her own hands to find the killer. But...
Love drama is on the rise as Amy's mom prepares for her wedding, Aunt Clover dates a hot musician, and Amy takes on the mystery of her friend's cheating beau.
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 examination of Death Stranding’s narrative, the book also incorporates a strong foundation in game studies, most especially related to the concepts of immersion and embodiment. The focus of the book lies in considering how Death Stranding expands on the themes of ruin, longing, and the need for connection, and whether a reconciliation—on a community level, national level, or even global level—might be possible. This book will appeal to scholars in a variety of disciplines in the Humanities and the Social Sciences, from video game studies and media studies to English, history, philosophy, and popular culture.
A WWII novel of courage and conviction, based on the true experience of the men who fought fires as conscientious objectors and the women who fought prejudice to serve in the Women's Army Corps. Since the attack on Pearl Harbor, Gordon Hooper and his buddy Jack Armitage have stuck to their values as conscientious objectors. Much to their families' and country's chagrin, they volunteer as smokejumpers rather than enlisting, parachuting into and extinguishing raging wildfires in Oregon. But the number of winter blazes they're called to seems suspiciously high, and when an accident leaves Jack badly injured, Gordon realizes the facts don't add up. A member of the Women's Army Corps, Dorie Armit...
Unable to bring her questions about boys to her sassy teenage aunt who works as an advice columnist, Amy decides to trust her own counsel when tackling sticky dilemmas about family, friends and romance.
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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.
As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.