The History Of The Gothic Video Game

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The History of the Gothic Video Game

Author : Christopher Carton
Publisher : White Owl
Page : 170 pages
File Size : 50,8 Mb
Release : 2024-07-30
Category : Games & Activities
ISBN : 9781399069724

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The History of the Gothic Video Game by Christopher Carton Pdf

Step into a world of darkness! Towering castles…magical spells…demonic creatures…certain DEATH. The gothic video game has crossed generations, from 8-bit computers to the most powerful 4K PCs and consoles, to deliver dark thrills filled with atmosphere and peril. Gathered in this book are some of the most prominent and enduring games to be developed under a veil of gothic presentation, from their gloomy settings to spine-chilling audio design. Follow the histories of some of gaming’s most popular franchises, such as the decade-spanning Castlevania series and FromSoftware’s “Soulsborne” titles (Dark Souls, Bloodborne, Elden Ring). Packed with over a hundred screenshots that encompass all generations of gaming - with home console, handheld and PC gaming included - and featuring trivia and recommendations across a variety of genres such as strategy games, hack-and-slashers and first-person shooters, The History of the Gothic Video Game is an essential book for fans of all things macabre. The shadows await…

Horror Video Games

Author : Bernard Perron
Publisher : McFarland
Page : 311 pages
File Size : 53,8 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780786454792

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Horror Video Games by Bernard Perron Pdf

In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.

A Research Guide to Gothic Literature in English

Author : Sherri L. Brown,Carol Senf,Ellen J. Stockstill
Publisher : Rowman & Littlefield
Page : 253 pages
File Size : 45,9 Mb
Release : 2018-03-15
Category : Literary Criticism
ISBN : 9781442277489

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A Research Guide to Gothic Literature in English by Sherri L. Brown,Carol Senf,Ellen J. Stockstill Pdf

The Gothic began as a designation for barbarian tribes, was associated with the cathedrals of the High Middle Ages, was used to describe a marginalized literature in the late eighteenth century, and continues today in a variety of forms (literature, film, graphic novel, video games, and other narrative and artistic forms). Unlike other recent books in the field that focus on certain aspects of the Gothic, this work directs researchers to seminal and significant resources on all of its aspects. Annotations will help researchers determine what materials best suit their needs. A Research Guide to Gothic Literature in English covers Gothic cultural artifacts such as literature, film, graphic novels, and videogames. This authoritative guide equips researchers with valuable recent information about noteworthy resources that they can use to study the Gothic effectively and thoroughly.

The World of Scary Video Games

Author : Bernard Perron
Publisher : Bloomsbury Publishing USA
Page : 517 pages
File Size : 41,7 Mb
Release : 2018-05-31
Category : Games & Activities
ISBN : 9781501316210

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The World of Scary Video Games by Bernard Perron Pdf

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Gothic Mash-Ups

Author : Natalie Neill
Publisher : Rowman & Littlefield
Page : 285 pages
File Size : 50,8 Mb
Release : 2022-03-14
Category : Social Science
ISBN : 9781793636584

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Gothic Mash-Ups by Natalie Neill Pdf

Gothic Mash-Ups explores the role of intertextuality in Gothic storytelling through the analysis of texts from diverse periods and media. Drawing on recent scholarship on Gothic remix and adaptation, the contributors examine crossover fictions, multi-source film and comic book adaptations, neo-Victorian pastiches, performance magic, monster mashes, and intertextual Gothic works of various kinds. Their chapters investigate many critical issues related to Gothic mash-up, including authorship, originality, intellectual property, fandom, commercialization, and canonicity. Although varied in approach, the chapters all explore how Gothic storytellers make new stories out of older ones, relying on a mix of appropriation and innovation. Covering many examples of mash-up, from nineteenth-century Gothic novels to twenty-first-century video games and interactive fiction, this collection builds from the premise that the Gothic is a fundamentally hybrid genre.

Contemporary Research on Intertextuality in Video Games

Author : Duret, Christophe,Pons, Christian-Marie
Publisher : IGI Global
Page : 363 pages
File Size : 44,5 Mb
Release : 2016-06-16
Category : Computers
ISBN : 9781522504788

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Contemporary Research on Intertextuality in Video Games by Duret, Christophe,Pons, Christian-Marie Pdf

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Horror Literature through History [2 volumes]

Author : Matt Cardin
Publisher : Bloomsbury Publishing USA
Page : 1004 pages
File Size : 42,7 Mb
Release : 2017-09-21
Category : Literary Criticism
ISBN : 9798216099000

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Horror Literature through History [2 volumes] by Matt Cardin Pdf

This two-volume set offers comprehensive coverage of horror literature that spans its deep history, dominant themes, significant works, and major authors, such as Stephen King, Edgar Allan Poe, and Anne Rice, as well as lesser-known horror writers. Many of today's horror story fans—who appreciate horror through movies, television, video games, graphic novels, and other forms—probably don't realize that horror literature is not only one of the most popular types of literature but one of the oldest. People have always been mesmerized by stories that speak to their deepest fears. Horror Literature through History shows 21st-century horror fans the literary sources of their favorite entertainment and the rich intrinsic value of horror literature in its own right. Through profiles of major authors, critical analyses of important works, and overview essays focused on horror during particular periods as well as on related issues such as religion, apocalypticism, social criticism, and gender, readers will discover the fascinating early roots and evolution of horror writings as well as the reciprocal influence of horror literature and horror cinema. This unique two-volume reference set provides wide coverage that is current and compelling to modern readers—who are of course also eager consumers of entertainment. In the first section, overview essays on horror during different historical periods situate works of horror literature within the social, cultural, historical, and intellectual currents of their respective eras, creating a seamless narrative of the genre's evolution from ancient times to the present. The second section demonstrates how otherwise unrelated works of horror have influenced each other, how horror subgenres have evolved, and how a broad range of topics within horror—such as ghosts, vampires, religion, and gender roles—have been handled across time. The set also provides alphabetically arranged reference entries on authors, works, and specialized topics that enable readers to zero in on information and concepts presented in the other sections.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Author : Andrei Nae
Publisher : Routledge
Page : 256 pages
File Size : 45,8 Mb
Release : 2021-09-09
Category : Games & Activities
ISBN : 9781000440652

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Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by Andrei Nae Pdf

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Videogames and the Gothic

Author : Ewan Kirkland
Publisher : Routledge
Page : 216 pages
File Size : 51,6 Mb
Release : 2021-10-01
Category : Games & Activities
ISBN : 9781000453102

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Videogames and the Gothic by Ewan Kirkland Pdf

This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Gothic Music

Author : Isabella Van Elferen
Publisher : University of Wales Press
Page : 242 pages
File Size : 48,8 Mb
Release : 2012-07-15
Category : Music
ISBN : 9780708325186

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Gothic Music by Isabella Van Elferen Pdf

Gothic Music - The Sounds of the Uncanny traces sonic Gothic through history and genres from the eighteenth-century ghost story through the spooky soundtracks of cinema, television and video games to the dark music of the Goth subculture.

The Gothic World

Author : Glennis Byron,Dale Townshend
Publisher : Routledge
Page : 582 pages
File Size : 45,9 Mb
Release : 2013-10-08
Category : Literary Criticism
ISBN : 9781135053062

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The Gothic World by Glennis Byron,Dale Townshend Pdf

The Gothic World offers an overview of this popular field whilst also extending critical debate in exciting new directions such as film, politics, fashion, architecture, fine art and cyberculture. Structured around the principles of time, space and practice, and including a detailed general introduction, the five sections look at: Gothic Histories Gothic Spaces Gothic Readers and Writers Gothic Spectacle Contemporary Impulses. The Gothic World seeks to account for the Gothic as a multi-faceted, multi-dimensional force, as a style, an aesthetic experience and a mode of cultural expression that traverses genres, forms, media, disciplines and national boundaries and creates, indeed, its own ‘World’.

Tropical Gothic in Literature and Culture

Author : Justin D. Edwards,Sandra G.T. Vasconcelos
Publisher : Routledge
Page : 300 pages
File Size : 53,5 Mb
Release : 2016-01-13
Category : Literary Criticism
ISBN : 9781317425779

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Tropical Gothic in Literature and Culture by Justin D. Edwards,Sandra G.T. Vasconcelos Pdf

Tropical Gothic examines Gothic within a specific geographical area of ‘the South’ of the Americas. In so doing, we structure the book around geographical coordinates (from North to South) and move between various national traditions of the gothic (Mexico, Argentina, Brazil, etc) alongside regional manifestations of the Gothic (the US south and the Caribbean) as well as transnational movements of the Gothic within the Americas. The reflections on national traditions of the Gothic in this volume add to the critical body of literature on specific languages or particular nations, such as Scottish Gothic, American Gothic, Canadian Gothic, German Gothic, Kiwi Gothic, etc. This is significant because, while the Southern Gothic in the US has been thoroughly explored, there is a gap in the critical literature about the Gothic in the larger context of region of ‘the South’ in the Americas. This volume does not pretend to be a comprehensive examination of tropical Gothic in the Americas; rather, it pinpoints a variety of locations where this form of the Gothic emerges. In so doing, the transnational interventions of the Gothic in this book read the flows of Gothic forms across borders and geographical regions to tease out the complexities of Gothic cultural production within cultural and linguistic translations. Tropical Gothic includes, but is by no means limited to, a reflection on a region where European colonial powers fought intensively against indigenous populations and against each other for control of land and resources. In other cases, the vast populations of African slaves were transported, endowing these regions with a cultural inheritance that all the nations involved are still trying to comprehend. The volume reflects on how these histories influence the Gothic in this region.

Lost Souls of Horror and the Gothic

Author : Elizabeth McCarthy,Bernice M. Murphy
Publisher : McFarland
Page : 259 pages
File Size : 49,7 Mb
Release : 2016-10-24
Category : Literary Criticism
ISBN : 9781476626536

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Lost Souls of Horror and the Gothic by Elizabeth McCarthy,Bernice M. Murphy Pdf

In recent years horror and gothic themes have penetrated mainstream popular culture in a manner unseen since the horror boom of the 1970s. Primetime television viewers who before might not have shown interest in such late-night fare now happily settle down after dinner to watch zombie or serial killer shows. This collection of 54 biographical essays examines many overlooked and underrated figures who have played a role in the ever expanding world of horror and gothic entertainment. The contributors push the boundaries of how we define these terms, bringing into the discussion such diverse figures as singer-songwriter Tom Waits, occultist Dion Fortune, author Charles Beaumont, historian and bishop Gregory of Tours and video game designer Shinji Mikami.

The Dark Side of Game Play

Author : Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
Publisher : Routledge
Page : 272 pages
File Size : 53,8 Mb
Release : 2015-06-05
Category : Social Science
ISBN : 9781317574453

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The Dark Side of Game Play by Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown Pdf

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Video Games and Spatiality in American Studies

Author : Dietmar Meinel
Publisher : Walter de Gruyter GmbH & Co KG
Page : 301 pages
File Size : 51,7 Mb
Release : 2022-02-21
Category : History
ISBN : 9783110675184

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Video Games and Spatiality in American Studies by Dietmar Meinel Pdf

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.