Stephanie Farnsworth - Böcker
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3 produkter
3 produkter
427 kr
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Cyberpunk 2077, the first in the new Video Games in Focus series, examines how the popular game explores bodily cultures in the dystopian setting of Night City, utilizing multidisciplinary and intersectional approaches to interrogate in an area of substantial importance to contemporary games, with a focus on cultures, communities, and depictions of bodily representation in video games. Cyberpunk 2077 is an immensely popular video game title—a transmedia product, spanning boardgames, books and even a Netflix TV show. But what makes the communities of Night City special? How are the communities depicted, and organised? How does player interaction shape perceptions of culture and identity? Cyberpunk 2077: Cyborg Bodies, Community, and Culture interrogates these questions, discussing the ways in which communities in Night City organise around the body and how this shapes the experience and interactions of the role-playing game. The book interrogates theories surrounding the body (and body horror) and how body-politics are fundamental to community formation in Night City. Concepts of bodily purity, body augmentation and social class, and cyborg sexuality help develop theories of how we experience and play interactive narratives. The Video Games in Focus series explores individual landmark video games within their cultural and historical context. Each book focuses on one game’s unique narratives, themes, and innovations, as well as its importance in the evolution of interactive media. The titles in this series explore a variety of aspects, including artistic merit, societal impact, narrative innovation, and role in contemporary culture in order to foster interdisciplinary dialogue and fresh perspectives while showcasing individual games.
1 192 kr
Kommande
Cyberpunk 2077, the first in the new Video Games in Focus series, examines how the popular game explores bodily cultures in the dystopian setting of Night City, utilizing multidisciplinary and intersectional approaches to interrogate in an area of substantial importance to contemporary games, with a focus on cultures, communities, and depictions of bodily representation in video games. Cyberpunk 2077 is an immensely popular video game title—a transmedia product, spanning boardgames, books and even a Netflix TV show. But what makes the communities of Night City special? How are the communities depicted, and organised? How does player interaction shape perceptions of culture and identity? Cyberpunk 2077: Cyborg Bodies, Community, and Culture interrogates these questions, discussing the ways in which communities in Night City organise around the body and how this shapes the experience and interactions of the role-playing game. The book interrogates theories surrounding the body (and body horror) and how body-politics are fundamental to community formation in Night City. Concepts of bodily purity, body augmentation and social class, and cyborg sexuality help develop theories of how we experience and play interactive narratives. The Video Games in Focus series explores individual landmark video games within their cultural and historical context. Each book focuses on one game’s unique narratives, themes, and innovations, as well as its importance in the evolution of interactive media. The titles in this series explore a variety of aspects, including artistic merit, societal impact, narrative innovation, and role in contemporary culture in order to foster interdisciplinary dialogue and fresh perspectives while showcasing individual games.
1 245 kr
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Games That Haunt Us: Gothic Game Space as a Living Nightmare is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games.The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture scholars globally, as games studies becomes a more recognized and exciting field of study and as Gothic scholars find new ways to apply their works across emerging mediums. But why have Gothic games risen in popularity since 2010? What do players feel when they play these games? Why are themes surrounding fraught identities, mourning, and monstrosity gaining so much attention? Games That Haunt Us investigates the very nature of the Gothic and how video games provide new ways of connecting with the genre. The scholars in this collection look at why Gothic games are having their moment of popularity, the unsettling themes they evoke in unstable times, why we are fascinated with death and decay, theories surrounding body horror, and how games transform avatars and ourselves. Games That Haunt Us is arranged into three sequential themes: what makes a Gothic game; Gothic environments in game space; and how Gothic bodies are approached and utilized in ludonarratives.