Lin Young – författare
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3 produkter
3 produkter
Inbunden, Engelska, 2025
2 766 kr
Skickas inom 10-15 vardagar
Victorians and Videogames will examine how games interact with nineteenth-century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts. In essence, this collection will consider the ways in which embodied, user-driven storytelling can impact new and challenging engagements with the nineteenth century in the contemporary world. This book contains four categories that summarize major trends in nineteenth-century-oriented games. The first section, “Ludic and Narrative Intertextuality,” examines games that directly adapt nineteenth-century texts, considering how ludic and literary elements work together to produce new commentary on the original texts. Second, “Genre and Character (re)Creation,” will examine games that are more thematically engaged with the nineteenth century. Third, “Navigation, Colonization, and Exploration” examines the ways in which players move and interact with game environments, and how game design itself can often evoke social systems, or the politics of imperialist conquest. Finally, “Science, Systems, and Technologies” will examine how contemporary games engage with nineteenth-century innovations (both good and bad) in science and technology. In this way, the sections begin with more explicit nineteenth-century engagements and build to more theoretical and subtextual ones.
E-bok
PDF, Engelska, 2025928 kr
Läs direkt efter köp
Victorians and Videogames will examine how games interact with nineteenth-century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts. In essence, this collection will consider the ways in which embodied, user-driven storytelling can impact new and challenging engagements with the nineteenth century in the contemporary world. This book contains four categories that summarize major trends in nineteenth-century-oriented games. The first section, "e;Ludic and Narrative Intertextuality,"e; examines games that directly adapt nineteenth-century texts, considering how ludic and literary elements work together to produce new commentary on the original texts. Second, "e;Genre and Character (re)Creation,"e; will examine games that are more thematically engaged with the nineteenth century. Third, "e;Navigation, Colonization, and Exploration"e; examines the ways in which players move and interact with game environments, and how game design itself can often evoke social systems, or the politics of imperialist conquest. Finally, "e;Science, Systems, and Technologies"e; will examine how contemporary games engage with nineteenth-century innovations (both good and bad) in science and technology. In this way, the sections begin with more explicit nineteenth-century engagements and build to more theoretical and subtextual ones.
E-bok
Engelska, 2025928 kr
Läs direkt efter köp
Victorians and Videogames will examine how games interact with nineteenth-century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts. In essence, this collection will consider the ways in which embodied, user-driven storytelling can impact new and challenging engagements with the nineteenth century in the contemporary world. This book contains four categories that summarize major trends in nineteenth-century-oriented games. The first section, "e;Ludic and Narrative Intertextuality,"e; examines games that directly adapt nineteenth-century texts, considering how ludic and literary elements work together to produce new commentary on the original texts. Second, "e;Genre and Character (re)Creation,"e; will examine games that are more thematically engaged with the nineteenth century. Third, "e;Navigation, Colonization, and Exploration"e; examines the ways in which players move and interact with game environments, and how game design itself can often evoke social systems, or the politics of imperialist conquest. Finally, "e;Science, Systems, and Technologies"e; will examine how contemporary games engage with nineteenth-century innovations (both good and bad) in science and technology. In this way, the sections begin with more explicit nineteenth-century engagements and build to more theoretical and subtextual ones.