Video games and spatiality in Amercian studies /

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 particular...

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Bibliographic Details
Group Author: Meinel, Dietmar
Published: De Gruyter Oldenbourg,
Publisher Address: Berlin :
Publication Dates: [2022]
Literature type: Book
Language: English
Series: Video games and the humanities, volume 5
Subjects:
Summary: 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.
Carrier Form: ix, 292 pages : illustrations ; 24 cm.
Bibliography: Includes bibliographical references and index.
ISBN: 9783110675108
3110675102
Index Number: GV1469
CLC: G898.3
Call Number: G898.3/V652-2