Video Games and Spatiality in American Studies

Front Cover
Dietmar Meinel
Walter de Gruyter GmbH & Co KG, Feb 21, 2022 - History - 301 pages

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

An Introduction
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

Become Human Orientational Mapping in the City and HiStory
153
Negotiating and Narrativizing Space in One Hour One Life
167
Exploring Gothic Settings in Video Games
181

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About the author (2022)

Dietmar Meinel, University of Duisburg-Essen.