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...
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Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Berlin ; Boston :
De Gruyter Oldenbourg,
[2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
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: | 1 online resource |
ISBN: | 9783110659405 3110659409 9783110655728 3110655721 |
Internformat
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245 | 0 | 0 | |a Playing the Field : |b Video Games and American Studies / |c edited by Sascha Pöhlmann. |
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505 | 0 | 0 | |t Frontmatter -- |t Table of Contents -- |t Introduction: Video Games and American Studies / |r Pöhlmann, Sascha -- |t Video Games and the American Cultural Context / |r Wolf, Mark J.P. -- |t The end is nigh! Bring forth the Shepard! Mass Effect, the Apocalypse, and the Puritan Imagination / |r Fuchs, Michael / Phillips, Michael / Rabitsch, Stefan -- |t The Last of the US: The Game as Cultural Geography / |r Callahan, David -- |t Mobility and Choices in Role-Playing Games / |r Maier, Patricia -- |t Playing the Urban Future: The Scripting of Movement and Space in Mirror's Edge (2008) / |r Meinel, Dietmar -- |t Playing on Fields: Seasonal Seriality, Tele-Realism, and the Bio-Politics of Digital Sports Games / |r Lüthe, Martin -- |t Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld / |r Schubert, Stefan -- |t Toward a Reconsideration of Hypermediacy: Immersion in Survival Horror Games and Eighteenth-Century Novels / |r Nae, Andrei / Bacalu, Alexandra Ileana -- |t Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject / |r Stark, Doug -- |t Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative / |r Domsch, Sebastian -- |t Why We Play Role-Playing Games / |r Adams, Jon -- |t Narrative Glitches: Action Adventure Games and Metaleptic Convergence / |r Schlarb, Damien B. -- |t Time Travelling to the American Revolution -- Why Immersive Media Need American Studies / |r Mittermeier, Sabrina -- |t A Shining City and the Sodom Below: Historical Guilt and Personal Agency in BioShock Infinite / |r Franz, Manuel / Jansen, Henning -- |t The Art of BioShock Infinite: Identity, Race, and Manifest Destiny / |r Blank, Jacqueline -- |t Sounds of Tears: Mozart's Lacrimosa in Different Media / |r Keller, Veronika -- |t Unspoken Adventures: On Sound, Story, and Nonverbal Gameplay in Journey and Inside / |r Aghoro, Nathalie -- |t Contributors -- |t Index of Names -- |t Index of Subjects |
520 | |a 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. | ||
546 | |a In English. | ||
588 | 0 | |a Online resource; title from digital title page (viewed on December 30, 2021). | |
650 | 0 | |a Video games |x Social aspects |z United States. | |
650 | 0 | |a Video games |z United States. | |
651 | 0 | |a United States |x Study and teaching. |0 http://id.loc.gov/authorities/subjects/sh85140557 | |
650 | 6 | |a Jeux vidéo |x Aspect social |z États-Unis. | |
650 | 6 | |a Jeux vidéo |z États-Unis. | |
651 | 6 | |a États-Unis |x Étude et enseignement. | |
650 | 7 | |a HISTORY |x Study & Teaching. |2 bisacsh | |
650 | 7 | |a Video games |x Social aspects |2 fast | |
650 | 7 | |a Education |2 fast | |
650 | 7 | |a Video games |2 fast | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1114910745 |
---|---|
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adam_text | |
any_adam_object | |
author2 | Pöhlmann, Sascha |
author2_role | edt |
author2_variant | s p sp |
author_additional | Pöhlmann, Sascha -- Wolf, Mark J.P. -- Fuchs, Michael / Phillips, Michael / Rabitsch, Stefan -- Callahan, David -- Maier, Patricia -- Meinel, Dietmar -- Lüthe, Martin -- Schubert, Stefan -- Nae, Andrei / Bacalu, Alexandra Ileana -- Stark, Doug -- Domsch, Sebastian -- Adams, Jon -- Schlarb, Damien B. -- Mittermeier, Sabrina -- Franz, Manuel / Jansen, Henning -- Blank, Jacqueline -- Keller, Veronika -- Aghoro, Nathalie -- |
author_facet | Pöhlmann, Sascha |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S52 P53 2019 |
callnumber-search | GV1469.34.S52 P53 2019 |
callnumber-sort | GV 41469.34 S52 P53 42019 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Frontmatter -- Table of Contents -- Introduction: Video Games and American Studies / Video Games and the American Cultural Context / The end is nigh! Bring forth the Shepard! Mass Effect, the Apocalypse, and the Puritan Imagination / The Last of the US: The Game as Cultural Geography / Mobility and Choices in Role-Playing Games / Playing the Urban Future: The Scripting of Movement and Space in Mirror's Edge (2008) / Playing on Fields: Seasonal Seriality, Tele-Realism, and the Bio-Politics of Digital Sports Games / Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld / Toward a Reconsideration of Hypermediacy: Immersion in Survival Horror Games and Eighteenth-Century Novels / Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject / Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative / Why We Play Role-Playing Games / Narrative Glitches: Action Adventure Games and Metaleptic Convergence / Time Travelling to the American Revolution -- Why Immersive Media Need American Studies / A Shining City and the Sodom Below: Historical Guilt and Personal Agency in BioShock Infinite / The Art of BioShock Infinite: Identity, Race, and Manifest Destiny / Sounds of Tears: Mozart's Lacrimosa in Different Media / Unspoken Adventures: On Sound, Story, and Nonverbal Gameplay in Journey and Inside / Contributors -- Index of Names -- Index of Subjects |
ctrlnum | (OCoLC)1114910745 |
dewey-full | 794.80973 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.80973 |
dewey-search | 794.80973 |
dewey-sort | 3794.80973 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | ZDB-4-EBA-on1114910745 |
illustrated | Not Illustrated |
indexdate | 2024-10-25T15:50:23Z |
institution | BVB |
isbn | 9783110659405 3110659409 9783110655728 3110655721 |
language | English |
oclc_num | 1114910745 |
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owner | MAIN |
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publisher | De Gruyter Oldenbourg, |
record_format | marc |
spelling | Playing the Field : Video Games and American Studies / edited by Sascha Pöhlmann. Berlin ; Boston : De Gruyter Oldenbourg, [2019] 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Frontmatter -- Table of Contents -- Introduction: Video Games and American Studies / Pöhlmann, Sascha -- Video Games and the American Cultural Context / Wolf, Mark J.P. -- The end is nigh! Bring forth the Shepard! Mass Effect, the Apocalypse, and the Puritan Imagination / Fuchs, Michael / Phillips, Michael / Rabitsch, Stefan -- The Last of the US: The Game as Cultural Geography / Callahan, David -- Mobility and Choices in Role-Playing Games / Maier, Patricia -- Playing the Urban Future: The Scripting of Movement and Space in Mirror's Edge (2008) / Meinel, Dietmar -- Playing on Fields: Seasonal Seriality, Tele-Realism, and the Bio-Politics of Digital Sports Games / Lüthe, Martin -- Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld / Schubert, Stefan -- Toward a Reconsideration of Hypermediacy: Immersion in Survival Horror Games and Eighteenth-Century Novels / Nae, Andrei / Bacalu, Alexandra Ileana -- Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject / Stark, Doug -- Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative / Domsch, Sebastian -- Why We Play Role-Playing Games / Adams, Jon -- Narrative Glitches: Action Adventure Games and Metaleptic Convergence / Schlarb, Damien B. -- Time Travelling to the American Revolution -- Why Immersive Media Need American Studies / Mittermeier, Sabrina -- A Shining City and the Sodom Below: Historical Guilt and Personal Agency in BioShock Infinite / Franz, Manuel / Jansen, Henning -- The Art of BioShock Infinite: Identity, Race, and Manifest Destiny / Blank, Jacqueline -- Sounds of Tears: Mozart's Lacrimosa in Different Media / Keller, Veronika -- Unspoken Adventures: On Sound, Story, and Nonverbal Gameplay in Journey and Inside / Aghoro, Nathalie -- Contributors -- Index of Names -- Index of Subjects 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. In English. Online resource; title from digital title page (viewed on December 30, 2021). Video games Social aspects United States. Video games United States. United States Study and teaching. http://id.loc.gov/authorities/subjects/sh85140557 Jeux vidéo Aspect social États-Unis. Jeux vidéo États-Unis. États-Unis Étude et enseignement. HISTORY Study & Teaching. bisacsh Video games Social aspects fast Education fast Video games fast United States fast https://id.oclc.org/worldcat/entity/E39PBJtxgQXMWqmjMjjwXRHgrq Pöhlmann, Sascha, editor. has work: Playing the Field (Text) https://id.oclc.org/worldcat/entity/E39PCGY4b7Q6M79HVvFKQYQRjC https://id.oclc.org/worldcat/ontology/hasWork Print version: 9783110655728 Print version: 9783110655254 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2330523 Volltext CBO01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2330523 Volltext |
spellingShingle | Playing the Field : Video Games and American Studies / Frontmatter -- Table of Contents -- Introduction: Video Games and American Studies / Video Games and the American Cultural Context / The end is nigh! Bring forth the Shepard! Mass Effect, the Apocalypse, and the Puritan Imagination / The Last of the US: The Game as Cultural Geography / Mobility and Choices in Role-Playing Games / Playing the Urban Future: The Scripting of Movement and Space in Mirror's Edge (2008) / Playing on Fields: Seasonal Seriality, Tele-Realism, and the Bio-Politics of Digital Sports Games / Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld / Toward a Reconsideration of Hypermediacy: Immersion in Survival Horror Games and Eighteenth-Century Novels / Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject / Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative / Why We Play Role-Playing Games / Narrative Glitches: Action Adventure Games and Metaleptic Convergence / Time Travelling to the American Revolution -- Why Immersive Media Need American Studies / A Shining City and the Sodom Below: Historical Guilt and Personal Agency in BioShock Infinite / The Art of BioShock Infinite: Identity, Race, and Manifest Destiny / Sounds of Tears: Mozart's Lacrimosa in Different Media / Unspoken Adventures: On Sound, Story, and Nonverbal Gameplay in Journey and Inside / Contributors -- Index of Names -- Index of Subjects Video games Social aspects United States. Video games United States. Jeux vidéo Aspect social États-Unis. Jeux vidéo États-Unis. HISTORY Study & Teaching. bisacsh Video games Social aspects fast Education fast Video games fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85140557 |
title | Playing the Field : Video Games and American Studies / |
title_alt | Frontmatter -- Table of Contents -- Introduction: Video Games and American Studies / Video Games and the American Cultural Context / The end is nigh! Bring forth the Shepard! Mass Effect, the Apocalypse, and the Puritan Imagination / The Last of the US: The Game as Cultural Geography / Mobility and Choices in Role-Playing Games / Playing the Urban Future: The Scripting of Movement and Space in Mirror's Edge (2008) / Playing on Fields: Seasonal Seriality, Tele-Realism, and the Bio-Politics of Digital Sports Games / Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld / Toward a Reconsideration of Hypermediacy: Immersion in Survival Horror Games and Eighteenth-Century Novels / Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject / Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative / Why We Play Role-Playing Games / Narrative Glitches: Action Adventure Games and Metaleptic Convergence / Time Travelling to the American Revolution -- Why Immersive Media Need American Studies / A Shining City and the Sodom Below: Historical Guilt and Personal Agency in BioShock Infinite / The Art of BioShock Infinite: Identity, Race, and Manifest Destiny / Sounds of Tears: Mozart's Lacrimosa in Different Media / Unspoken Adventures: On Sound, Story, and Nonverbal Gameplay in Journey and Inside / Contributors -- Index of Names -- Index of Subjects |
title_auth | Playing the Field : Video Games and American Studies / |
title_exact_search | 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 | Video games Social aspects United States. Video games United States. Jeux vidéo Aspect social États-Unis. Jeux vidéo États-Unis. HISTORY Study & Teaching. bisacsh Video games Social aspects fast Education fast Video games fast |
topic_facet | Video games Social aspects United States. Video games United States. United States Study and teaching. Jeux vidéo Aspect social États-Unis. Jeux vidéo États-Unis. États-Unis Étude et enseignement. HISTORY Study & Teaching. Video games Social aspects Education Video games United States |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2330523 |
work_keys_str_mv | AT pohlmannsascha playingthefieldvideogamesandamericanstudies |