Zombies, Consumption, and Satire in Capcom’s Dead Rising

Zombies, Consumption, and Satire in Capcom’s Dead Rising PDF Author: Connor Jackson
Publisher: Taylor & Francis
ISBN: 1040268188
Category : Social Science
Languages : en
Pages : 129

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Book Description
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.

Zombies, Consumption, and Satire in Capcom’s Dead Rising

Zombies, Consumption, and Satire in Capcom’s Dead Rising PDF Author: Connor Jackson
Publisher: Taylor & Francis
ISBN: 1040268188
Category : Social Science
Languages : en
Pages : 129

Get Book Here

Book Description
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.

Zombies, Consumption, and Satire in Capcom's Dead Rising

Zombies, Consumption, and Satire in Capcom's Dead Rising PDF Author: Connor Jackson
Publisher:
ISBN: 9781032740034
Category : Dead rising (Video game)
Languages : en
Pages : 0

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Book Description
"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, the 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"--

Tomb Raiders and Space Invaders

Tomb Raiders and Space Invaders PDF Author: Geoff King
Publisher:
ISBN: 9780755695546
Category : Electronic books
Languages : en
Pages : 264

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Book Description
This book focuses on key formal aspects of video games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

The Playful Undead and Video Games

The Playful Undead and Video Games PDF Author: Stephen J. Webley
Publisher:
ISBN: 9781138895461
Category : Video games
Languages : en
Pages : 276

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Book Description
This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal - that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop - the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man's relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.

Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

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Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

The Zombie Renaissance in Popular Culture

The Zombie Renaissance in Popular Culture PDF Author: L. Hubner
Publisher: Palgrave Macmillan
ISBN: 9781349446674
Category : Performing Arts
Languages : en
Pages : 226

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Book Description
This collection addresses the significant cultural phenomenon of the 'zombie renaissance' – the growing importance of zombie texts and zombie cultural practices in popular culture. The chapters examine zombie culture across a range of media and practices including films games, music, social media, literature and fandom.

Trigger Happy

Trigger Happy PDF Author: Steven Poole
Publisher: Simon and Schuster
ISBN: 162872224X
Category : Games & Activities
Languages : en
Pages : 255

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Book Description
The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Toward a Ludic Architecture

Toward a Ludic Architecture PDF Author: Steffen P. Walz
Publisher: Lulu.com
ISBN: 0557285631
Category : Architecture
Languages : en
Pages : 384

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Book Description
“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

Videogames and the Gothic

Videogames and the Gothic PDF Author: Ewan Kirkland
Publisher: Routledge
ISBN: 1000453103
Category : Literary Criticism
Languages : en
Pages : 222

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Book Description
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Going Viral

Going Viral PDF Author: Dahlia Schweitzer
Publisher: Rutgers University Press
ISBN: 0813593182
Category : Performing Arts
Languages : en
Pages : 251

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Book Description
Outbreak narratives have proliferated for the past quarter century, and now they have reached epidemic proportions. From 28 Days Later to 24 to The Walking Dead, movies, TV shows, and books are filled with zombie viruses, bioengineered plagues, and disease-ravaged bands of survivors. Even news reports indulge in thrilling scenarios about potential global pandemics like SARS and Ebola. Why have outbreak narratives infected our public discourse, and how have they affected the way Americans view the world? In Going Viral, Dahlia Schweitzer probes outbreak narratives in film, television, and a variety of other media, putting them in conversation with rhetoric from government authorities and news organizations that have capitalized on public fears about our changing world. She identifies three distinct types of outbreak narrative, each corresponding to a specific contemporary anxiety: globalization, terrorism, and the end of civilization. Schweitzer considers how these fears, stoked by both fictional outbreak narratives and official sources, have influenced the ways Americans relate to their neighbors, perceive foreigners, and regard social institutions. Looking at everything from I Am Legend to The X Files to World War Z, this book examines how outbreak narratives both excite and horrify us, conjuring our nightmares while letting us indulge in fantasies about fighting infected Others. Going Viral thus raises provocative questions about the cost of public paranoia and the power brokers who profit from it. Supplemental Study Materials for "Going Viral": https://www.rutgersuniversitypress.org/going-viral-dahlia-schweitzer Dahlia Schweitzer- Going Viral: https://www.youtube.com/watch?v=5xF0V7WL9ow