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Detroit: Become Human ‒ Orientational Mapping in the City and (Hi)Story
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Juliane Borosch
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Chapters in this book
- Frontmatter i
- Acknowledgements v
- Table of Contents vii
- Video Games and Spatiality in American Studies: An Introduction 1
-
Part I
- Notes on the State of Montana: The U.S. American Spatial Imagination and the Retrotopia of Far Cry 5 33
- Ethical Boredom in the Wilderness: Treating Red Dead Redemption 2 as an Ambience Action Game 51
- On Postapocalyptic Frontiers in Horizon Zero Dawn 71
- Owning Global Spaces and the Frontier in Uncharted 4: A Thief’s End 85
- From Male to Colonial Gaze: The Intersection of Patriarchy and Colonial Discourse in the Rebooted Tomb Raider Video Game Series 101
- The Inevitable Fate of the “Dragonborn:” Selling Player Agency in The Elder Scrolls V: Skyrim 117
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Part II
- Filling Out the Map: The Anxiety of Situatedness and the Topological Poesis of Cartographic Maps in Video Games 137
- Detroit: Become Human ‒ Orientational Mapping in the City and (Hi)Story 153
- ‘Playing for Space:’ Negotiating and Narrativizing Space in One Hour One Life 167
- There is no Place like Gone Home: Exploring Gothic Settings in Video Games 181
- Exploring the Digital Land of the Dead: Hybrid Pan-Latinidad in Grim Fandango 193
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Part III
- Breaking Worlds Three Ways 209
- Surviving the City: Zombies, Run! and the Horrors of Urban Exercise 223
- “#Gameüse:” Planting the Digital Garden 241
- Performative Playground: Narrative Spaces in Theater Games 253
- Museum Space Invaders: Video Gaming at the Smithsonian American Art Museum 263
- Coda: Disoriented in the Field of Play 275
- Contributors 285
- Index 291
Chapters in this book
- Frontmatter i
- Acknowledgements v
- Table of Contents vii
- Video Games and Spatiality in American Studies: An Introduction 1
-
Part I
- Notes on the State of Montana: The U.S. American Spatial Imagination and the Retrotopia of Far Cry 5 33
- Ethical Boredom in the Wilderness: Treating Red Dead Redemption 2 as an Ambience Action Game 51
- On Postapocalyptic Frontiers in Horizon Zero Dawn 71
- Owning Global Spaces and the Frontier in Uncharted 4: A Thief’s End 85
- From Male to Colonial Gaze: The Intersection of Patriarchy and Colonial Discourse in the Rebooted Tomb Raider Video Game Series 101
- The Inevitable Fate of the “Dragonborn:” Selling Player Agency in The Elder Scrolls V: Skyrim 117
-
Part II
- Filling Out the Map: The Anxiety of Situatedness and the Topological Poesis of Cartographic Maps in Video Games 137
- Detroit: Become Human ‒ Orientational Mapping in the City and (Hi)Story 153
- ‘Playing for Space:’ Negotiating and Narrativizing Space in One Hour One Life 167
- There is no Place like Gone Home: Exploring Gothic Settings in Video Games 181
- Exploring the Digital Land of the Dead: Hybrid Pan-Latinidad in Grim Fandango 193
-
Part III
- Breaking Worlds Three Ways 209
- Surviving the City: Zombies, Run! and the Horrors of Urban Exercise 223
- “#Gameüse:” Planting the Digital Garden 241
- Performative Playground: Narrative Spaces in Theater Games 253
- Museum Space Invaders: Video Gaming at the Smithsonian American Art Museum 263
- Coda: Disoriented in the Field of Play 275
- Contributors 285
- Index 291