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How To Talk About Videogames

Ian Bogost

Published in print:
2015
Published Online:
May 2016
ISBN:
9780816699117
eISBN:
9781452952406
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816699117.001.0001
Subject:
Society and Culture, Media Studies

More than half a century later, it’s still not clear what place videogames have in culture. Some would celebrate them as heir apparent to cinema’s throne, the art-form of the twenty-first century. ... More


Brian De Palma's Split-Screen: A Life in Film

Douglas Keesey

Published in print:
2015
Published Online:
September 2016
ISBN:
9781628466973
eISBN:
9781628467024
Item type:
book
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781628466973.001.0001
Subject:
Film, Television and Radio, Film

Over the last five decades, the films of director Brian De Palma (b. 1940) have been among the biggest successes (The Untouchables and Mission: Impossible) and the most high-profile failures (The ... More


Architectural Agents: The Delusional, Abusive, Addictive Lives of Buildings

Annabel Jane Wharton

Published in print:
2015
Published Online:
January 2016
ISBN:
9780816693382
eISBN:
9781452950853
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693382.001.0001
Subject:
Architecture, Architectural History

Buildings are not benign; rather, they commonly manipulate and abuse their human users. Architectural Agents makes the case that buildings act in the world independently of their makers, patrons, ... More


Electioneering

Ian Bogost

in How to Do Things With Videogames

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816676460
eISBN:
9781452947617
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816676460.003.0009
Subject:
Society and Culture, Media Studies

This chapter examines the role of videogames in election strategies. In the 2004 US Presidential election, candidates and campaign organizations used political videogames for publicity, fund-raising, ... More


A Portrait of the Artist as a Game Studio

Ian Bogost

in How To Talk About Videogames

Published in print:
2015
Published Online:
May 2016
ISBN:
9780816699117
eISBN:
9781452952406
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816699117.003.0002
Subject:
Society and Culture, Media Studies

Artists’ aesthetics evolve and deepen over time. In videogames, it’s far less common to see a creator’s work evolve in this way. In part, it’s because games are more highly industrialized even than ... More


Racketeer Sports

Ian Bogost

in How To Talk About Videogames

Published in print:
2015
Published Online:
May 2016
ISBN:
9780816699117
eISBN:
9781452952406
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816699117.003.0006
Subject:
Society and Culture, Media Studies

This chapter discusses how the real danger of videogames isn’t violence; it’s swindling. The recent history of discussing violent. It examines how by the early 1990s titles like Mortal Kombat and ... More


Perpetual Adolescence

Ian Bogost

in How To Talk About Videogames

Published in print:
2015
Published Online:
May 2016
ISBN:
9780816699117
eISBN:
9781452952406
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816699117.003.0020
Subject:
Society and Culture, Media Studies

This chapter provides a detailed analysis of the game Gone Home by the Fullbright Company—made up of people who helped create Bioshock, but wanted to explore deep themes more freely. Gone Home pushes ... More


How to Do Things With Videogames

Ian Bogost

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816676460
eISBN:
9781452947617
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816676460.001.0001
Subject:
Society and Culture, Media Studies

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the ... More


Shakespeare | Cut: Rethinking cutwork in an age of distraction

Bruce R. Smith

Published in print:
2016
Published Online:
August 2016
ISBN:
9780198735526
eISBN:
9780191822506
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780198735526.001.0001
Subject:
Literature, Shakespeare Studies, 16th-century and Renaissance Literature

Video cuts in Shakespeare productions by companies like the Wooster Group and Toneelgroep Amsterdam, cut-and-paste searches of Shakespeare’s texts in online databases, cut-scenes from Shakespeare in ... More


Undead Avatars: The Zombie in Horror Video Games

Ewan Kirkland

in Vampires and Zombies: Transcultural Migrations and Transnational Interpretations

Published in print:
2016
Published Online:
May 2017
ISBN:
9781496804747
eISBN:
9781496804785
Item type:
chapter
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781496804747.003.0012
Subject:
Film, Television and Radio, Film

In contrast to other forms of popular culture, zombies have a historically consistent presence within digital games. Extending research which explores self-reflexivity across the horror genre, this ... More


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