On Video Games: The Visual Politics of Race, Gender and Space
Autor Soraya Murrayen Limba Engleză Hardback – 3 noi 2017
Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
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Specificații
ISBN-13: 9781784537418
ISBN-10: 1784537411
Pagini: 336
Ilustrații: 29 bw integrated
Dimensiuni: 144 x 218 x 30 mm
Greutate: 0.54 kg
Editura: Bloomsbury Publishing
Colecția I.B.Tauris
Locul publicării:London, United Kingdom
ISBN-10: 1784537411
Pagini: 336
Ilustrații: 29 bw integrated
Dimensiuni: 144 x 218 x 30 mm
Greutate: 0.54 kg
Editura: Bloomsbury Publishing
Colecția I.B.Tauris
Locul publicării:London, United Kingdom
Cuprins
Introduction: Is the 'Culture' in Game Culture the
'Culture' of Cultural Studies? 1
Video Games and the Matter of Culture 2
Games in the Academy 7
Which Games? 14
On the Importance of Cultural Studies for
Game Studies 17
Cultural Studies Meets Game Studies 22
Form and/as Identity Politics in Games 27
Being Critical 30
GamerGate, Games Criticism and Gender Problems 35
Looking Ahead 42
1 Poetics of Form and Politics of Identity; Or, Games
as Cultural Palimpsests 47
Introduction 48
A Digital Politics of Identity 55
Th e Poetics of Form in Liberation 61
Aveline as Queered, Creole, Intersectional 68
Playability and Phantasms 76
'History is Our Playground' 81
Conclusion: Embracing the Mess 86
2 Aesthetics of Ambivalence and Whiteness in Crisis 89
Introduction 89
Cultural Context: Whiteness in Crisis, Racial
Violence and Games 96
Th e Last of Us 99
Critical Whiteness Studies and Whiteness After 9/11 104vi
The Last of Us and Imperiled Whiteness 109
Spec Ops: Th e Line and the White Hero Interrupted 121
Tomb Raider , Whiteness and the Female Heroine
in Peril 131
Conclusion: A Trauma Narrative of Whiteness 137
3 The Landscapes of Games as Ideology 141
Introduction 141
Metal Gear Solid V: Th e Phantom Pain 146
Game Spaces and World- Building: Formalism 152
Studying Game Space in a Cultural Context 160
Th eorizing Game Space as Ideological Landscape 167
Th ere is No Such Place: Afghanistan in Th e Phantom
Pain 176
Conclusion: A Particular View of a Particular World 180
4 The World is a Ghetto: Imaging the Global
Metropolis in Playable Representation 183
Introduction: Speculative Futures, Genre and the
Global Metropolis 183
Max Payne 3 : Noir Figure, Exotic Ground 188
Remember Me and Urban Amnesia 197
Play in the Fourth World City 203
Bullet Time, Memory Remixing and Harvey's
Space- Time Compression 212
Two Playable Cities: Th e Favela and the Cyberpunk
Metropolis 216
Conclusion: Playing Possible Futures 225
'Culture' of Cultural Studies? 1
Video Games and the Matter of Culture 2
Games in the Academy 7
Which Games? 14
On the Importance of Cultural Studies for
Game Studies 17
Cultural Studies Meets Game Studies 22
Form and/as Identity Politics in Games 27
Being Critical 30
GamerGate, Games Criticism and Gender Problems 35
Looking Ahead 42
1 Poetics of Form and Politics of Identity; Or, Games
as Cultural Palimpsests 47
Introduction 48
A Digital Politics of Identity 55
Th e Poetics of Form in Liberation 61
Aveline as Queered, Creole, Intersectional 68
Playability and Phantasms 76
'History is Our Playground' 81
Conclusion: Embracing the Mess 86
2 Aesthetics of Ambivalence and Whiteness in Crisis 89
Introduction 89
Cultural Context: Whiteness in Crisis, Racial
Violence and Games 96
Th e Last of Us 99
Critical Whiteness Studies and Whiteness After 9/11 104vi
The Last of Us and Imperiled Whiteness 109
Spec Ops: Th e Line and the White Hero Interrupted 121
Tomb Raider , Whiteness and the Female Heroine
in Peril 131
Conclusion: A Trauma Narrative of Whiteness 137
3 The Landscapes of Games as Ideology 141
Introduction 141
Metal Gear Solid V: Th e Phantom Pain 146
Game Spaces and World- Building: Formalism 152
Studying Game Space in a Cultural Context 160
Th eorizing Game Space as Ideological Landscape 167
Th ere is No Such Place: Afghanistan in Th e Phantom
Pain 176
Conclusion: A Particular View of a Particular World 180
4 The World is a Ghetto: Imaging the Global
Metropolis in Playable Representation 183
Introduction: Speculative Futures, Genre and the
Global Metropolis 183
Max Payne 3 : Noir Figure, Exotic Ground 188
Remember Me and Urban Amnesia 197
Play in the Fourth World City 203
Bullet Time, Memory Remixing and Harvey's
Space- Time Compression 212
Two Playable Cities: Th e Favela and the Cyberpunk
Metropolis 216
Conclusion: Playing Possible Futures 225
Recenzii
If one wants to understand (and teach) American culture today, video games are one essential site to look to, and Murray's book tells us why and how.
An exciting intervention . providing a refreshing articulation of the links between games and visual and cultural studies and the significance of these approaches for the field . Highly teachable and through its discussion of methodology and evocative game analysis, it provides an important introduction to those who have yet to integrate games into their media studies.
An exciting intervention . providing a refreshing articulation of the links between games and visual and cultural studies and the significance of these approaches for the field . Highly teachable and through its discussion of methodology and evocative game analysis, it provides an important introduction to those who have yet to integrate games into their media studies.