The world is born from zero : understanding speculation and video games 🔍
Cameron Kunzelman de Gruyter GmbH, Walter, Video games and the humanities, volume 8, Berlin, 2022
英语 [en] · PDF · 1.2MB · 2022 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/upload/zlib · Save
描述
"The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other."-- Provided by publisher
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备选标题
The World Is Born From Zero: Understanding Speculation and Games (Issn)
备选作者
Kunzelman, Cameron
备用出版商
Saur, K. G., Verlag. ein Imprint der Walter de Gruyter GmbH
备用出版商
düsseldorf university press. in Walter de Gruyter GmbH
备用出版商
de Gruyter, Walter, GmbH
备用出版商
De Gruyter Oldenbourg
备用版本
Video Games and the Humanities, 1. Auflage, Berlin, 2022
备用版本
Germany, Germany
元数据中的注释
producers:
iTextSharp 5.0.6 (c) 1T3XT BVBA
元数据中的注释
{"isbns":["3110718324","9783110718324"],"publisher":"De Gruyter","series":"Video Games and the Humanities","volume":"8"}
备用描述
This book began when I was working on the prospectus for my dissertation while completing my PhD at Georgia State University. Looking at the works I had selected to write about, I realized that I had accidentally become a science fiction scholar, and decided to commit to that rather than to disavow it. Alison Sperling suggested that I attend the Science Fiction Research Association conference, and there I encountered a vibrant scholarly community. That encounter with science fiction studies, and the friction I felt when trying to line up how my home disciplines of game studies and film studies understood their objects of study, produced this book.
备用描述
Acknowledgements 5
Contents 7
Introduction 9
Chapter 1 A Method for Thinking Speculation, Science Fiction, and Video Games 29
Chapter 2 Potential Labor: On VA-11 HALL-A 62
Chapter 3 Anti-Blackness and the Aesthetic Grounding of Speculation: On the Last of Us and the Last of Us Part 2 109
Chapter 4 The Politics of Design in Climate Change Games 149
Conclusion 186
Bibliography 188
Media 200
Index of Names 202
Index of Subjects 205
备用描述
Video Games and the Humanities
Erscheinungsdatum: 18.07.2022
开源日期
2022-08-14
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