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Stobbart, D & Evans M; Play, Theory, and Practice: Engaging with Videogames; (2014) Oxford: Inter-Disciplinary Press (Editor and Contributor) (Unknown sales)
Losers Don’t Play Videogames, Heroes do! In The Luminary, Visualizing Fantastika, Summer 2015.
Forthcoming
Mad Max and Disability: Australian Gothic, Colonial and Corporeal (Dis)possession In Studies in Gothic Fiction on Disabled Gothic Bodies
Published
(2016) Telling Tales with Technology: Remediating Folklore and Myth through the Videogame Alan Wake in Jensen, Lucas Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives; Hershey PA: IGI-Global (pp 38-53)
(2017) Still Alive: Understanding Posthuman Femininity in Valve’s Portal Games in Heise-von der Lippe, Anya; Gothic Postmodernism, Cardiff: University of Wales Press.
(2018) Adaptation and New Media: Establishing the Videogame as an Adaptive Medium in Cutchins, Dennis et al, The Routledge Companion to Adaptation Studies, London: Routledge (pp 382-389)
(2018) Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact in Kalla, Irena Barbara et al, On the Fringes of Literature and Digital Media Culture, Leiden: Brill, (pp123 –134).
Everything About Him Was Just Perfect, and I Fell Love Instantly: Life and Love in Welcome to Night Vale in Wienstock, Jeffrey Andrew, Critical Approaches to Welcome to Night Vale: Podcasting Between Weather and the Void, Cham, Switzerland: Palgrave Pivot, (pp 23-34).
Forthcoming
I will abandon this body and take to the air: The Suicide at the Heart of Dear Esther in Hughes, W and Smith, A; Suicide and the Gothic (Forthcoming)
We Are Diamond Dogs: Themes and Memes in Metal Gear Solid V in The Metal Gear Solid Videogame Anthology (forthcoming)
Raymond Briggs: When the Wind Blows in Vanderbeke, Dirk et al; The Handbook of Comics and Graphic Novels (Forthcoming)
Gothic and Gaming in Punter, David; Gothic and the Arts (Forthcoming)
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
Sujets
Informations
Publié par | University of Wales Press |
Date de parution | 01 octobre 2019 |
Nombre de lectures | 0 |
EAN13 | 9781786834379 |
Langue | English |
Poids de l'ouvrage | 15 Mo |
Informations légales : prix de location à la page 0,2850€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.
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