Videogames And The Gothic

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Videogames and the Gothic

Author : Ewan Kirkland
Publisher : Routledge
Page : 216 pages
File Size : 42,6 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.

Videogames and Horror

Author : Dawn Stobbart
Publisher : University of Wales Press
Page : 284 pages
File Size : 41,8 Mb
Release : 2019-10-01
Category : Games & Activities
ISBN : 9781786834379

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Videogames and Horror by Dawn Stobbart Pdf

Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.

Horror Video Games

Author : Bernard Perron
Publisher : McFarland
Page : 310 pages
File Size : 40,5 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.

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

Author : Andrei Nae
Publisher : Routledge
Page : 256 pages
File Size : 50,9 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.

Death, Culture & Leisure

Author : Matt Coward-Gibbs
Publisher : Emerald Group Publishing
Page : 232 pages
File Size : 46,7 Mb
Release : 2020-08-20
Category : Social Science
ISBN : 9781839090370

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Death, Culture & Leisure by Matt Coward-Gibbs Pdf

Death, Culture and Leisure: Playing Dead is an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.

Edinburgh Companion to Gothic and the Arts

Author : Punter David Punter
Publisher : Edinburgh University Press
Page : 831 pages
File Size : 46,5 Mb
Release : 2019-08-05
Category : Art, Gothic
ISBN : 9781474432382

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Edinburgh Companion to Gothic and the Arts by Punter David Punter Pdf

Provides new definitions of the Gothic in a variety of artistic contexts Explores a range of Gothic from architecture through literature to music and the technological artsProvides an opportunity to hear new thinking from established scholars as well as showcasing work by new scholarsHighlights new definitions of the Gothic from a wide variety of perspectivesThe Gothic in all its artistic forms and ramifications is traced from the medieval to the twenty-first century. From architecture, painting and sculpture through music, ballet, opera and dance to installation art and the graphic novel, each of the 33 chapters reflects on and weighs in on the ways in which the Gothic is taken up in the art forms and modes under examination. An Introduction discusses Gothic as a changing cultural form across the centuries with deep psychological roots. This is followed by sections on: architectural arts; the visual arts; music and the performance arts; the literary arts; and media and cultural arts.

The World of Scary Video Games

Author : Bernard Perron
Publisher : Bloomsbury Publishing USA
Page : 517 pages
File Size : 47,8 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.

Narrative Design and Authorship in Bloodborne

Author : Madelon Hoedt
Publisher : McFarland
Page : 215 pages
File Size : 50,8 Mb
Release : 2019-10-30
Category : Games & Activities
ISBN : 9781476638454

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Narrative Design and Authorship in Bloodborne by Madelon Hoedt Pdf

In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.

The Myth of Harm

Author : Sarah Cleary
Publisher : Bloomsbury Publishing USA
Page : 297 pages
File Size : 50,9 Mb
Release : 2022-12-01
Category : Performing Arts
ISBN : 9781501378270

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The Myth of Harm by Sarah Cleary Pdf

Choice Outstanding Academic Title 2023 The Myth of Harm engages and analyses controversies generated by horror that examines some of the most high-profile media debates around the issue of whether or not horror texts corrupt children. The horror genre has endured a long and controversial success within popular culture. Fraught with accusations pertaining to its alleged ability to harm and corrupt young people and indeed society as a whole, the genre is constantly under pressure to suppress that which has made it so popular to begin with - its ability to frighten and generate discussion about society's darker side. Recognising the circularity of patterns in each generational manifestation of horror censorship, The Myth of Harm draws upon cases such as the Slenderman stabbing and the James Bulger murder amongst many others in order to explore the manner in which horror has been repeatedly cast as a harmful influence upon children at the expense of scrutinising other more complex social issues. Focusing on five major controversies beginning in the 1930's Golden Age of Horror Cinema and ending on a more contemporary note with Cyber-Gothic horror – this book identifies and considers the various myths and false hoods surrounding the genre of horror and question the very motivation behind the proliferation and dissemination of these myths as scapegoats for political and social issues, platforms for “moral entrepreneurs” and tools of hyperbolae for the news industry.

Video Games and Spatiality in American Studies

Author : Dietmar Meinel
Publisher : Walter de Gruyter GmbH & Co KG
Page : 301 pages
File Size : 41,9 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.

Contemporary Research on Intertextuality in Video Games

Author : Duret, Christophe,Pons, Christian-Marie
Publisher : IGI Global
Page : 363 pages
File Size : 48,5 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.

War Gothic in Literature and Culture

Author : Steffen Hantke,Agnieszka Soltysik Monnet
Publisher : Routledge
Page : 306 pages
File Size : 53,9 Mb
Release : 2015-12-07
Category : Literary Criticism
ISBN : 9781317383239

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War Gothic in Literature and Culture by Steffen Hantke,Agnieszka Soltysik Monnet Pdf

In the context of the current explosion of interest in Gothic literature and popular culture, this interdisciplinary collection of essays explores for the first time the rich and long-standing relationship between war and the Gothic. Critics have described the global Seven Year’s War as the "crucible" from which the Gothic genre emerged in the eighteenth century. Since then, the Gothic has been a privileged mode for representing violence and extreme emotions and situations. Covering the period from the American Civil War to the War on Terror, this collection examines how the Gothic has provided writers an indispensable toolbox for narrating, critiquing, and representing real and fictional wars. The book also sheds light on the overlap and complicity between Gothic aesthetics and certain aspects of military experience, including the bodily violation and mental dissolution of combat, the dehumanization of "others," psychic numbing, masculinity in crisis, and the subjective experience of trauma and memory. Engaging with popular forms such as young adult literature, gaming, and comic books, as well as literature, film, and visual art, War Gothic provides an important and timely overview of war-themed Gothic art and narrative by respected experts in the field of Gothic Studies. This book makes important contributions to the fields of Gothic Literature, War Literature, Popular Culture, American Studies, and Film, Television & Media.

Videogames, Identity and Digital Subjectivity

Author : Rob Gallagher
Publisher : Taylor & Francis
Page : 223 pages
File Size : 47,7 Mb
Release : 2017-07-06
Category : Games & Activities
ISBN : 9781315390932

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Videogames, Identity and Digital Subjectivity by Rob Gallagher Pdf

Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index

The Gothic World

Author : Glennis Byron,Dale Townshend
Publisher : Routledge
Page : 582 pages
File Size : 46,8 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’.

A Research Guide to Gothic Literature in English

Author : Sherri L. Brown,Carol Senf,Ellen J. Stockstill
Publisher : Rowman & Littlefield
Page : 252 pages
File Size : 42,8 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.