Author: Kristine Jorgensen
Publisher: MIT Press
ISBN: 026203865X
Category : Games & Activities
Languages : en
Pages : 328
Book Description
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman
Transgression in Games and Play
The Paradox of Transgression in Games
Author: Torill Mortensen
Publisher: Routledge
ISBN: 1000049531
Category : Games & Activities
Languages : en
Pages : 213
Book Description
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Publisher: Routledge
ISBN: 1000049531
Category : Games & Activities
Languages : en
Pages : 213
Book Description
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Role-Playing Game Studies
Author: Sebastian Deterding
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Metagames
Author: Agata Waszkiewicz
Publisher: Taylor & Francis
ISBN: 1003861261
Category : Social Science
Languages : en
Pages : 209
Book Description
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.
Publisher: Taylor & Francis
ISBN: 1003861261
Category : Social Science
Languages : en
Pages : 209
Book Description
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.
Video Games and Comedy
Author: Krista Bonello Rutter Giappone
Publisher: Springer Nature
ISBN: 3030883388
Category : Performing Arts
Languages : en
Pages : 371
Book Description
Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Publisher: Springer Nature
ISBN: 3030883388
Category : Performing Arts
Languages : en
Pages : 371
Book Description
Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Gender and the Male Character in 21st Century Fairy Tale Narratives
Author: Natalie Le Clue
Publisher: Emerald Group Publishing
ISBN: 1837537909
Category : Social Science
Languages : en
Pages : 247
Book Description
Putting Prince Charming in the academic spotlight, this collection examines the evolution of male fairy tale characters across modern series and films to bridge a gap that afflicts multiple disciplines.
Publisher: Emerald Group Publishing
ISBN: 1837537909
Category : Social Science
Languages : en
Pages : 247
Book Description
Putting Prince Charming in the academic spotlight, this collection examines the evolution of male fairy tale characters across modern series and films to bridge a gap that afflicts multiple disciplines.
The Routledge Companion to Video Game Studies
Author: Mark J.P. Wolf
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832
Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832
Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Gender Play in Mark Twain
Author: Linda A. Morris
Publisher: University of Missouri Press
ISBN: 0826266193
Category : Literary Criticism
Languages : en
Pages : 197
Book Description
Huckleberry Finn dressing as a girl is a famously comic scene in Mark Twain's novel but hardly out of character--for the author, that is. Twain "troubled gender" in much of his otherwise traditional fiction, depicting children whose sexual identities are switched at birth, tomboys, same-sex married couples, and even a male French painter who impersonates his own fictive sister and becomes engaged to another man. This book explores Mark Twain's extensive use of cross-dressing across his career by exposing the substantial cast of characters who masqueraded as members of the opposite sex or who otherwise defied gender expectations. Linda Morris grounds her study in an understanding of the era's theatrical cross-dressing and changing mores and even events in the Clemens household. She examines and interprets Twain's exploration of characters who transgress gendered conventions while tracing the degree to which themes of gender disruption interact with other themes, such as his critique of race, his concern with death in his classic "boys' books," and his career-long preoccupation with twins and twinning. Approaching familiar texts in surprising new ways, Morris reexamines the relationship between Huck and Jim; discusses racial and gender crossing in Pudd'nhead Wilson; and sheds new light on Twain's difficulty in depicting the most famous cross-dresser in history, Joan of Arc. She also considers a number of his later "transvestite tales" that feature transgressive figures such as Hellfire Hotchkiss, who is hampered by her "misplaced sex." Morris challenges views of Twain that see his work as reinforcing traditional notions of gender along sharply divided lines. She shows that Twain depicts cross-dressing sometimes as comic or absurd, other times as darkly tragic--but that even at his most playful, he contests traditional Victorian notions about the fixity of gender roles. Analyzing such characteristics of Twain's fiction as his fascination with details of clothing and the ever-present element of play, Morris shows us his understanding that gender, like race, is a social construction--and above all a performance. Gender Play in Mark Twain: Cross-Dressing and Transgression broadens our understanding of the writer as it lends rich insight into his works.
Publisher: University of Missouri Press
ISBN: 0826266193
Category : Literary Criticism
Languages : en
Pages : 197
Book Description
Huckleberry Finn dressing as a girl is a famously comic scene in Mark Twain's novel but hardly out of character--for the author, that is. Twain "troubled gender" in much of his otherwise traditional fiction, depicting children whose sexual identities are switched at birth, tomboys, same-sex married couples, and even a male French painter who impersonates his own fictive sister and becomes engaged to another man. This book explores Mark Twain's extensive use of cross-dressing across his career by exposing the substantial cast of characters who masqueraded as members of the opposite sex or who otherwise defied gender expectations. Linda Morris grounds her study in an understanding of the era's theatrical cross-dressing and changing mores and even events in the Clemens household. She examines and interprets Twain's exploration of characters who transgress gendered conventions while tracing the degree to which themes of gender disruption interact with other themes, such as his critique of race, his concern with death in his classic "boys' books," and his career-long preoccupation with twins and twinning. Approaching familiar texts in surprising new ways, Morris reexamines the relationship between Huck and Jim; discusses racial and gender crossing in Pudd'nhead Wilson; and sheds new light on Twain's difficulty in depicting the most famous cross-dresser in history, Joan of Arc. She also considers a number of his later "transvestite tales" that feature transgressive figures such as Hellfire Hotchkiss, who is hampered by her "misplaced sex." Morris challenges views of Twain that see his work as reinforcing traditional notions of gender along sharply divided lines. She shows that Twain depicts cross-dressing sometimes as comic or absurd, other times as darkly tragic--but that even at his most playful, he contests traditional Victorian notions about the fixity of gender roles. Analyzing such characteristics of Twain's fiction as his fascination with details of clothing and the ever-present element of play, Morris shows us his understanding that gender, like race, is a social construction--and above all a performance. Gender Play in Mark Twain: Cross-Dressing and Transgression broadens our understanding of the writer as it lends rich insight into his works.
Impure Play
Author: Alexander Riley
Publisher:
ISBN: 9780739129326
Category : Culture
Languages : en
Pages : 0
Book Description
This is a cultural sociology of some controversial aspects of contemporary popular culture. The book rereads disparaged and vilified cultural objects ranging from gangsta rap and death metal to violent video games, using cultural theories on transgression, the sacred, and the tragic as the interpretive lens.
Publisher:
ISBN: 9780739129326
Category : Culture
Languages : en
Pages : 0
Book Description
This is a cultural sociology of some controversial aspects of contemporary popular culture. The book rereads disparaged and vilified cultural objects ranging from gangsta rap and death metal to violent video games, using cultural theories on transgression, the sacred, and the tragic as the interpretive lens.
The Dark Side of Game Play
Author: Torill Elvira Mortensen
Publisher: Routledge
ISBN: 131757446X
Category : Social Science
Languages : en
Pages : 280
Book Description
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
Publisher: Routledge
ISBN: 131757446X
Category : Social Science
Languages : en
Pages : 280
Book Description
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?