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Playing the Field
Ein Kapitel aus dem Buch Playing the Field
© 2019 Walter de Gruyter GmbH, Berlin/Munich/Boston

© 2019 Walter de Gruyter GmbH, Berlin/Munich/Boston

Kapitel in diesem Buch

  1. Frontmatter I
  2. Table of Contents V
  3. Introduction: Video Games and American Studies 1
  4. Video Games and the American Cultural Context 21
  5. The end is nigh! Bring forth the Shepard! Mass Effect, the Apocalypse, and the Puritan Imagination 35
  6. The Last of the US: The Game as Cultural Geography 49
  7. Mobility and Choices in Role-Playing Games 65
  8. Playing the Urban Future: The Scripting of Movement and Space in Mirror’s Edge (2008) 79
  9. Playing on Fields: Seasonal Seriality, Tele-Realism, and the Bio-Politics of Digital Sports Games 97
  10. Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld 113
  11. Toward a Reconsideration of Hypermediacy: Immersion in Survival Horror Games and Eighteenth-Century Novels 131
  12. Ludic Literature: Ready Player One as Didactic Fiction for the Neoliberal Subject 151
  13. Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative 173
  14. Why We Play Role-Playing Games 185
  15. Narrative Glitches: Action Adventure Games and Metaleptic Convergence 195
  16. Time Travelling to the American Revolution — Why Immersive Media Need American Studies 211
  17. A Shining City and the Sodom Below: Historical Guilt and Personal Agency in BioShock Infinite 221
  18. The Art of BioShock Infinite: Identity, Race, and Manifest Destiny 235
  19. Sounds of Tears: Mozart’s Lacrimosa in Different Media 249
  20. Unspoken Adventures: On Sound, Story, and Nonverbal Gameplay in Journey and Inside 259
  21. Contributors 275
  22. Index of Names 281
  23. Index of Subjects 285
Heruntergeladen am 21.9.2025 von https://www.degruyterbrill.com/document/doi/10.1515/9783110659405-toc/html
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