Playing the field: video games and American studies
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical...
Gespeichert in:
Weitere Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Berlin, Boston
De Gruyter Oldenbourg
[2019]
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Schlagworte: | |
Zusammenfassung: | American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay |
Beschreibung: | VI, 290 Seiten |
ISBN: | 9783110655254 |
Internformat
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spelling | Playing the field video games and American studies edited by Sascha Pöhlmann Berlin, Boston De Gruyter Oldenbourg [2019] © 2019 VI, 290 Seiten txt rdacontent n rdamedia nc rdacarrier American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay HISTORY / Study & Teaching bisacsh Computerspiel (DE-588)4010457-6 gnd rswk-swf Intermedialität (DE-588)4605581-2 gnd rswk-swf Handlung Literatur (DE-588)4159031-4 gnd rswk-swf Erzähltechnik (DE-588)4124854-5 gnd rswk-swf Narrativität (DE-588)4379691-6 gnd rswk-swf USA (DE-588)4078704-7 gnd rswk-swf 1\p (DE-588)4143413-4 Aufsatzsammlung gnd-content USA (DE-588)4078704-7 g Computerspiel (DE-588)4010457-6 s Narrativität (DE-588)4379691-6 s Erzähltechnik (DE-588)4124854-5 s Handlung Literatur (DE-588)4159031-4 s Intermedialität (DE-588)4605581-2 s 2\p DE-604 Pöhlmann, Sascha 1978- (DE-588)138591601 edt Erscheint auch als Online-Ausgabe 978-3-11-065940-5 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Playing the field video games and American studies HISTORY / Study & Teaching bisacsh Computerspiel (DE-588)4010457-6 gnd Intermedialität (DE-588)4605581-2 gnd Handlung Literatur (DE-588)4159031-4 gnd Erzähltechnik (DE-588)4124854-5 gnd Narrativität (DE-588)4379691-6 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4605581-2 (DE-588)4159031-4 (DE-588)4124854-5 (DE-588)4379691-6 (DE-588)4078704-7 (DE-588)4143413-4 |
title | Playing the field video games and American studies |
title_auth | Playing the field video games and American studies |
title_exact_search | Playing the field video games and American studies |
title_exact_search_txtP | Playing the field video games and American studies |
title_full | Playing the field video games and American studies edited by Sascha Pöhlmann |
title_fullStr | Playing the field video games and American studies edited by Sascha Pöhlmann |
title_full_unstemmed | Playing the field video games and American studies edited by Sascha Pöhlmann |
title_short | Playing the field |
title_sort | playing the field video games and american studies |
title_sub | video games and American studies |
topic | HISTORY / Study & Teaching bisacsh Computerspiel (DE-588)4010457-6 gnd Intermedialität (DE-588)4605581-2 gnd Handlung Literatur (DE-588)4159031-4 gnd Erzähltechnik (DE-588)4124854-5 gnd Narrativität (DE-588)4379691-6 gnd |
topic_facet | HISTORY / Study & Teaching Computerspiel Intermedialität Handlung Literatur Erzähltechnik Narrativität USA Aufsatzsammlung |
work_keys_str_mv | AT pohlmannsascha playingthefieldvideogamesandamericanstudies |