Video Games and Spatiality in American Studies

Video Games and the Humanities 5

Dietmar Meinel

19,95 €
Inkl. 7% Steuern

Lieferzeit: 5 Werktage(inkl . Versand)

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.

Dietmar Meinel, University of Duisburg-Essen.

Mehr Informationen
Autor Dietmar Meinel
Verlag De Gruyter Oldenbourg
ISBN 9783111353302
ISBN/EAN 9783111353302
Lieferzeit 5 Werktage(inkl . Versand)
Erscheinungsdatum 18.08.2023
Lieferbarkeitsdatum 14.11.2023
Einband Kartoniert
Format 1.5 x 23 x 15.5
Seitenzahl IX, 292 S., 21 s/w Illustr., 21 b/w ill.
Gewicht 459

Weitere Informationen

Mehr Informationen
Verlag De Gruyter Oldenbourg
ISBN 9783111353302
Erscheinungsdatum 18.08.2023
Einband Kartoniert
Format 1.5 x 23 x 15.5
Gewicht 459

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.

Dietmar Meinel, University of Duisburg-Essen.

 

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