Videogames and the Gothic

Videogames and the Gothic
Author: Ewan Kirkland
Publsiher: Routledge
Total Pages: 140
Release: 2021-09-30
Genre: Games & Activities
ISBN: 1003026508

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"This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, the author illustrates the ways 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, and contends that irrespective of narrative or aesthetic qualities, 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"

Videogames and the Gothic

Videogames and the Gothic
Author: Ewan Kirkland
Publsiher: Routledge
Total Pages: 216
Release: 2021-10-01
Genre: Games & Activities
ISBN: 9781000453102

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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.

Videogames and Horror

Videogames and Horror
Author: Dawn Stobbart
Publsiher: University of Wales Press
Total Pages: 284
Release: 2019-10-01
Genre: Games & Activities
ISBN: 9781786834379

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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.

Horror Video Games

Horror Video Games
Author: Bernard Perron
Publsiher: McFarland
Total Pages: 311
Release: 2014-01-10
Genre: Games & Activities
ISBN: 9780786454792

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In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.

Immersion Narrative and Gender Crisis in Survival Horror Video Games

Immersion  Narrative  and Gender Crisis in Survival Horror Video Games
Author: Andrei Nae
Publsiher: Routledge
Total Pages: 256
Release: 2021-09-09
Genre: Games & Activities
ISBN: 9781000440652

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This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Death Culture Leisure

Death  Culture   Leisure
Author: Matt Coward-Gibbs
Publsiher: Emerald Group Publishing
Total Pages: 232
Release: 2020-08-20
Genre: Social Science
ISBN: 9781839090370

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Death, Culture and Leisure: Playing Dead is an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.

Edinburgh Companion to Gothic and the Arts

Edinburgh Companion to Gothic and the Arts
Author: Punter David Punter
Publsiher: Edinburgh University Press
Total Pages: 831
Release: 2019-08-05
Genre: Art, Gothic
ISBN: 9781474432382

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Provides new definitions of the Gothic in a variety of artistic contexts Explores a range of Gothic from architecture through literature to music and the technological artsProvides an opportunity to hear new thinking from established scholars as well as showcasing work by new scholarsHighlights new definitions of the Gothic from a wide variety of perspectivesThe Gothic in all its artistic forms and ramifications is traced from the medieval to the twenty-first century. From architecture, painting and sculpture through music, ballet, opera and dance to installation art and the graphic novel, each of the 33 chapters reflects on and weighs in on the ways in which the Gothic is taken up in the art forms and modes under examination. An Introduction discusses Gothic as a changing cultural form across the centuries with deep psychological roots. This is followed by sections on: architectural arts; the visual arts; music and the performance arts; the literary arts; and media and cultural arts.

The World of Scary Video Games

The World of Scary Video Games
Author: Bernard Perron
Publsiher: Bloomsbury Publishing USA
Total Pages: 517
Release: 2018-05-31
Genre: Games & Activities
ISBN: 9781501316210

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As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.