Video Games and Spatiality in American StudiesDietmar Meinel While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games. |
Contents
| 1 | |
Part I | 33 |
Treating Red Dead Redemption 2 as an Ambience Action Game | 51 |
On Postapocalyptic Frontiers in Horizon Zero Dawn | 71 |
A Thiefs End | 85 |
The Intersection of Patriarchy and Colonial Discourse in the Rebooted Tomb Raider Video Game Series | 101 |
Selling Player Agency in The Elder Scrolls V Skyrim | 117 |
Part II | 137 |
Hybrid PanLatinidad in Grim Fandango | 193 |
Part III | 209 |
Zombies Run and the Horrors of Urban Exercise | 223 |
Planting the Digital Garden | 241 |
Narrative Spaces in Theater Games | 253 |
Video Gaming at the Smithsonian American Art Museum | 263 |
Disoriented in the Field of Play | 275 |
Contributors | 285 |
