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Videogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective. Bringing together a group of distinguished scholars from various geographic and disciplinary backgrounds, the book combines in-depth theoretical reflection with a diverse selection of case studies in order to explore how metareference manifests itself in and around a broad range of videogames (from indie to AAA), while also asking what cultural work the videogames in question accomplish in the process. The carefully curated chapters not only provide much-needed expansions and revisions of a concept that was at least initially derived mainly...
This book explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies.
Diversity and Homogeneity explores current issues related to the nation, ethnicity and gender in literature, film, media and theatrical performance in both the UK and the USA. Employing a broad research framework, it investigates the problematics of migration, nomadism, nationhood, citizenship, patriotism, terrorism, totalitarianism, social and racial equality, as well as masculinity and femininity in modern multicultural societies. Keenly attuned to questions of alterity, social and cultural fluidity, and heterogeneous forms of identity, yet also sensitive to contemporary unifying tendencies informing an increasingly globalized world, the volume’s contributions critically interrogate and challenge the traditional notions attached to the three overarching categories of the book’s title.
This book presents a selection of research papers dealing with the notions of travel and identity in Anglophone literature and culture. Collectively, the chapters ponder such notions as self and other, race, centre and periphery, thus shedding new light on a number of issues that are highly relevant in the context of the ongoing migration crisis. The contributors employ a diverse range of theoretical standpoints – from close reading to deconstruction, from historically informed approaches to linguistic analysis – and thus offer a nuanced panorama of these issues, especially from the nineteenth century onwards.
Taking an original, in-depth approach, this book investigates the forms and functions of metareference in videogames. Drawing on a rich body of research in game studies, transmedial narratology, and neighbouring disciplines, the author combines detailed close-reading-style analyses of the indie games What Remains of Edith Finch, The Magic Circle and OneShot with a breadth of examples and systematic analyses that span multiple genres as well as several decades of videogaming. In doing so, the book maps different metareferential elements that can be found in videogames and proposes an original model for their analysis, while showcasing the complex interrelations among different metareferential elements in contemporary videogames. This book will appeal to videogame researchers and transmedial narratologists as well as to those interested in metaization in media and popular culture across disciplines.
Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore. Myth is taken here not as an object but as a process, a way of expressing meaning. It works to naturalise arbitrary constellations of signs, to connect things in meaning. Behind the phrase ‘just the way it is’ is a process of mythologization that has cemented it. Mytholudics lays out how this understanding of myth works for the analysis of games. In two sections each analysing five digital games, it then shows how this approach ...
Against and Beyond: Subversion and Transgression in Mass Media, Popular Culture and Performance is a collection of fourteen essays by scholars representing a number of disciplines discussing transgression and subversion in film, television, music, theatre and digital media. Moving across major political and cultural movements of the 20th century, the book addresses a global need for transgression and subversion in our times. Applying theories of Freud, Lacan, Kristeva, Foucault, Adorno and Horkheimer, Deleuze and Guattari, and Butler, the volume is an important contribution to understanding the mechanisms and functions of subversion and transgression in contemporary media and popular culture and provides essential reading for all those seeking to go against and beyond.
This is a collection of essays to celebrate 45 years of Professor Aleksander Szwedek's academic endeavour and his impressive contribution to the development of linguistics in Poland and abroad. The articles seek to represent an eclectic range of topics in linguistics, literature and cultural studies. They reflect the versatile and influential nature of Professor Szwedek's work, and have been contributed by colleagues and former pupils, now active in a variety of academic fields, within English studies. All have been inspired in various ways by the work and teaching of Aleksander Szwedek.
Conflict, Memory Transfers and the Reshaping of Europe discusses processes of memory construction associated with the realities of war and genocide, totalitarianism, colonialism as well as trans-border dialogues in the overcoming of conflict memories. It is based on the premise that there are no available clear-cut or definite positions to approach the problematic issues of conflict, memory and history. Consequently, it examines and articulates across several different media discourses, problems, contexts and considerations of value. Its scope is thus deliberately interdisciplinary, drawing on the cross-fertilization of diverse research methods. The book addresses a number of issues and rais...