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This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.
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1 653 kr
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This edited collection investigates topics related to environmental humanities through their inclusion, exploration, or critique in contemporary video games. It focuses on how video games are a site for creating and interacting within environments, with analysis that showcases how environments are shaped within video games as well as serve as a reflection of our real world. This crossroad between the virtual and the real allows us to consider the ways in which the concepts, theories, and issues facing our real-world environment can be understood and studied through video games, particularly via the power of interactive play to teach. This book looks into how video games might empower their players to make real-world change through their immersive environments. Finally, the volume offers a consideration of ecological crises through an exploration of post-apocalyptic narratives in a wide variety of video games. This close textual analysis of video game narratives and play structures allows insight into how and why such stories were crafted and explores the various intersections between these fictional play environments and the conditions of our real world.
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455 kr
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This book considers representations of wealth and the wealthy in videogames. The introduction explores the estrangement of wealth from everyday life in the contemporary west, and argues that videogames have contributed to modern life by dramatizing the economic anxieties of our age — in particular, those anxieties that relate to the Global Great Recession. A review of historical titles reveals that such and related efforts draw in significant ways from the literary tradition of sentimental romance, where wealth and the wealthy have long been associated with notions of the underworld or hell. The relevance of this tradition to contemporary titles is explored through a careful analysis of romantic themes and concerns with significance to acts of exchange. The Wealth of Virtual Nations will appeal to students with an interest in narrative theory, game design, literature, economics, and the humanities. It will also be of interest to the videogame industry.
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