Videogames are the medium of loss and death. Videogame characters frequently fall from cliffs (Super Mario Bros.), get shot (Space Inva-ders), and go bankrupt (Theme Hospital). Sometimes they die in swimming pools (The Sims), are butchered by rotating blades (Super Meat Boy), impaled (Tomb Raider), or flattened by rolling boulders (Crash Bandicoot)…
The contributors to Made in Asia/America explore the historical entanglements of video games, Asia, and America, showing how examining games offer new ways of imagining empire, race, and coalition.
Film has long been defined as a temporal art, most famously by André Bazin and Andrei Tarkovsky. Yet more fundamentally it has always been a spatial art, transporting its audiences imaginatively to spaces and places other than those they literally inhabit. In the digital era, this spatial illusion and paradox has been greatly expanded – by the predominance of domestic film viewing, along wit…
Industrial film, non-theatrical film, film studies and science and technology studies, economic history, visual culture
Fictional Practices of Spirituality provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching prac…
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be le…