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Immersion, Narrative, and Gender Crisis in Survival Horror Video Games
  • Language: en
  • Pages: 256

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

  • Type: Book
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  • Published: 2021-09-09
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  • Publisher: Routledge

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.

PERSPECTIVES ON SHAKESPEARE IN EUROPE’S BORDERLANDS
  • Language: en
  • Pages: 400

PERSPECTIVES ON SHAKESPEARE IN EUROPE’S BORDERLANDS

The format of the book as a collection of case studies is designed to highlight the variety and plurality specific for the translation and circulation of Shakespeare in borderlands. As the essays do not only cover a spate of locations, but also a large swathe of time, they have been organized in a chronological order.

Shakespeare 400 in Romania
  • Language: en

Shakespeare 400 in Romania

  • Type: Book
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  • Published: 2016
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  • Publisher: Unknown

None

Posthuman Gaming
  • Language: en
  • Pages: 243

Posthuman Gaming

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 dis...

E FRUCTU ARBOR COGNOSCITUR
  • Language: en
  • Pages: 196

E FRUCTU ARBOR COGNOSCITUR

STUDII DE ANGLISTICĂ ȘI AMERICANISTICĂ ale studenților și masteranzilor din Facultatea de Limbi și Literaturi Străine (2010-2017)

Eighteenth-century Stoic Poetics
  • Language: en
  • Pages: 219

Eighteenth-century Stoic Poetics

  • Type: Book
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  • Published: 2023
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  • Publisher: BRILL

A fresh perspective on the eighteenth-century poetics of Lord Shaftesbury and Mark Akenside, exploring the two authors' debt to Roman Stoic spiritual exercises, early modern conceptions of the care of the self, and ideas of imaginative enthusiasm and its poetic regulation.

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.

Video Games and Spatiality in American Studies
  • Language: en
  • Pages: 301

Video Games and Spatiality in American Studies

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Silent Hill 2
  • Language: en
  • Pages: 120

Silent Hill 2

A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.

Representing Conflicts in Games
  • Language: en
  • Pages: 233

Representing Conflicts in Games

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.