On video games : the visual politics of race, gender and space
Author(s)
Bibliographic Information
On video games : the visual politics of race, gender and space
(International library of visual culture, 27)
I.B. Tauris, 2018
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Note
Includes bibliographical references (p. 271-298) and index
Description and Table of Contents
Description
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture.
Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
Table of Contents
- Introduction: Is the 'Culture' in Game Culture the 'Culture' of Cultural Studies? 1 Video Games and the Matter of Culture 2 Games in the Academy 7 Which Games? 14 On the Importance of Cultural Studies for Game Studies 17 Cultural Studies Meets Game Studies 22 Form and/as Identity Politics in Games 27 Being Critical 30 GamerGate, Games Criticism and Gender Problems 35 Looking Ahead 42 1 Poetics of Form and Politics of Identity
- Or, Games as Cultural Palimpsests 47 Introduction 48 A Digital Politics of Identity 55 Th e Poetics of Form in Liberation 61 Aveline as Queered, Creole, Intersectional 68 Playability and Phantasms 76 'History is Our Playground' 81 Conclusion: Embracing the Mess 86 2 Aesthetics of Ambivalence and Whiteness in Crisis 89 Introduction 89 Cultural Context: Whiteness in Crisis, Racial Violence and Games 96 Th e Last of Us 99 Critical Whiteness Studies and Whiteness After 9/11 104vi The Last of Us and Imperiled Whiteness 109 Spec Ops: Th e Line and the White Hero Interrupted 121 Tomb Raider , Whiteness and the Female Heroine in Peril 131 Conclusion: A Trauma Narrative of Whiteness 137 3 The Landscapes of Games as Ideology 141 Introduction 141 Metal Gear Solid V: Th e Phantom Pain 146 Game Spaces and World- Building: Formalism 152 Studying Game Space in a Cultural Context 160 Th eorizing Game Space as Ideological Landscape 167 Th ere is No Such Place: Afghanistan in Th e Phantom Pain 176 Conclusion: A Particular View of a Particular World 180 4 The World is a Ghetto: Imaging the Global Metropolis in Playable Representation 183 Introduction: Speculative Futures, Genre and the Global Metropolis 183 Max Payne 3 : Noir Figure, Exotic Ground 188 Remember Me and Urban Amnesia 197 Play in the Fourth World City 203 Bullet Time, Memory Remixing and Harvey's Space- Time Compression 212 Two Playable Cities: Th e Favela and the Cyberpunk Metropolis 216 Conclusion: Playing Possible Futures 225
by "Nielsen BookData"