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Product details:
- ISBN 10: 1479805920
- ISBN 13: 9781479805921
- Author: Matthew Thomas Payne
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Table contents:
PART I. Game Form: Aesthetics and Style
1. FIFA: Magic Circle
2. Tetris: Rules
3. King’s Quest: Narrative
4. Grand Theft Auto V: Avatars
5. Sid Meier’s Civilization: Realism
6. Planescape: Torment: Immersion
7. Don’t Starve: Temporality
8. Braid: Indies
9. BioShock Infinite: World-building
10. The Legend of Zelda: Ocarina of Time: Music
PART II. Representation: Social Identity and Cultural Politics
11. Kim Kardashian: Hollywood: Feminism
12. The Last of Us: Masculinity
13. Leisure Suit Larry: LGBTQ Representation
14. The Queerness and Games Conference: Community
15. NBA 2K16: Race
16. PaRappa the Rapper: Emotion
17. Sniper Elite III: Death
18. Papers, Please: Ethics
19. Age of Empires: Postcolonialism
20. Borderlands: Capitalism
PART III. Industry: Industrial Practices and Structures
21. Miyamoto/Kojima: Authorship
22. Clash Royale: Gaming Capital
23. Game Dev Tycoon: Labor
24. Cookie Clicker: Gamification
25. Ball-and-Paddle Games: Domesticity
26. Angry Birds: Mobile Gaming
27. LEGO Dimensions: Licensing
28. Tomb Raider: Transmedia
29. Medal of Honor: Militarism
30. Pokémon Go: Globalization
PART IV. Game Practices: Medium, Technology, and Everyday Life
31. Pelé’s Soccer: Platform
32. NES D-pad: Interface
33. Minecraft: User-Generated Content
34. Quake: Movies
35. Counter-Strike: Spectatorship
36. EVE Online: Cheating
37. Night Trap: Moral Panic
38. Shovel Knight: Nostalgia
39. Tempest: Archive
40. Walden, a game: Reflection
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