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Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Translated for the first time into English, The Myth of the Superhero looks beyond the cape, the mask, and the superpowers, presenting a serious study of the genre and its place in a broader cultural context.
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
In this book, Martin Lund challenges contemporary claims about the original Superman’s supposed Jewishness and offers a critical re-reading of the earliest Superman comics. Engaging in critical dialogue with extant writing on the subject, Lund argues that much of recent popular and scholarly writing on Superman as a Jewish character is a product of the ethnic revival, rather than critical investigations of the past, and as such does not stand up to historical scrutiny. In place of these readings, this book offers a new understanding of the Superman created by Jerry Siegel and Joe Shuster in the mid-1930s, presenting him as an authentically Jewish American character in his own time, for goo...
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.
Proposing an original and important re-conceptualization of Italian Renaissance drama, Kristin Phillips-Court here explores how the intertextuality of major works of Italian dramatic literature is not only poetic but also figurative. She argues that not only did the painterly gaze, so prevalent in fifteenth- and sixteenth-century devotional art, portraiture, and visual allegory, inform humanistic theories, practices and themes, it also led prominent Italian intellectuals to write visually evocative works of dramatic literature whose topical plots and structures provide only a fraction of their cultural significance. Through a combination of interpretive literary criticism, art historical ana...
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those ...
This collection of essays analyzes global depictions of the devil from theological, Biblical, and literary perspectives, spanning the late Middle Ages to the 21st century. The chapters explore demonic representations in the literary works of Johann Wolfgang von Goethe, Fyodor Dostoyevsky, Dante Alighieri, Charles Baudelaire, John Milton, H.P. Lovecraft, and Cormac McCarthy, among others. The text examines other media such as the operas Orfeo and Erminia sul Giordano and the television shows Breaking Bad, The Sopranos, and Mad Men. The Hermeneutics of Hell, featuring an international set of established and up-and-coming authors, masterfully examines the evolution of the devil from the Biblical accounts of the Middle Ages to the individualized presence of the modern world.
Featuring interviews with the creators of 31 popular video games--including Grand Theft Auto, Strider, Maximum Carnage and Pitfall--this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.