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From Princess to Protagonist: Redesigning the Video Game Superhero

Vanessa Hemovich

in Gender and the Superhero Narrative

Published in print:
2018
Published Online:
September 2019
ISBN:
9781496818805
eISBN:
9781496818843
Item type:
chapter
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781496818805.003.0009
Subject:
Literature, Comics Studies

The rise of global communication and the pervasive nature of mass media entertainment has led to stark increases in the popularization of video games. With increases in popularity, socio-cultural ... More


Virtual Worlds, Digital Dreams: Imaginary Spaces of Middle Eastern Video Games

Vít Šisler

in Digital Middle East: State and Society in the Information Age

Published in print:
2018
Published Online:
January 2019
ISBN:
9780190859329
eISBN:
9780190942977
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190859329.003.0003
Subject:
Political Science, Middle Eastern Politics

Video games are inherently transnational by virtue of their industrial, textual and player practices. Until recently, the focus of research on the social and cultural aspects of video games has been ... More


Playing (with) the Villain: Critical Play and the Joker-as-Guide in Batman: Arkham Asylum

Kristin M. S. Bezio

in The Joker: A Serious Study of the Clown Prince of Crime

Published in print:
2015
Published Online:
May 2016
ISBN:
9781628462388
eISBN:
9781626746831
Item type:
chapter
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781628462388.003.0009
Subject:
Literature, Comics Studies

Kristin M.S. Bezio asks us to enter Arkham Asylum, more or less literally, as players of the eponymous 2009 video game produced by Rocksteady. In her analysis, Bezio carefully outlines how the Joker ... More


Polite Society

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0002
Subject:
Religion, Theology

This chapter describes the how World of Warcraft provides some of the benefits of religious affiliation: a public forum for group formation and ethical reflection that might otherwise be the purview ... More


He Could Be a Bunny Rabbit for All I Care!: How We Connect with Characters and Avatars

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Published in print:
2015
Published Online:
August 2015
ISBN:
9780816693153
eISBN:
9781452949666
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693153.003.0004
Subject:
Society and Culture, Media Studies

Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video ... More


Anarchy in the Arcade: Regulating Coin-Op Video Games

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0004
Subject:
Society and Culture, Technology and Society

Numerous communities organized against arcades, fighting the opening of arcades through zoning ordinances, code enforcement, and other restrictions. Although in many cases these efforts reflect ... More


Doppelgamers: Video Games and Gothic Choice

Michael Hancock

in American Gothic Culture: An Edinburgh Companion

Published in print:
2016
Published Online:
September 2018
ISBN:
9781474401616
eISBN:
9781474418553
Item type:
chapter
Publisher:
Edinburgh University Press
DOI:
10.3366/edinburgh/9781474401616.003.0010
Subject:
Literature, Criticism/Theory

This chapter explores gothic elements encoded into the narrative and the very act of choice that govern video games. These elements both reinforce and expose the lie of rational choice that ... More


Introduction: Contextualizing Player Two

Shira Chess

in Ready Player Two: Women Gamers and Designed Identity

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.003.0001
Subject:
Society and Culture, Technology and Society

The Introduction, “Contextualizing Player Two,” looks at the background and history of our current situation—how it is that games came to be designed and marketed for women audiences, and some of the ... More


A World with Meaning

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0003
Subject:
Religion, Theology

It is not social activities alone that make World of Warcraft virtually sacred; such practices are anchored to practices through which people make meaning and experience transcendence. Like a Venn ... More


The Happiest Plays On Earth: Theme Park Franchising in Disneyland Video Games

Heather Lea Birdsall

in The Franchise Era: Managing Media in the Digital Economy

Published in print:
2019
Published Online:
January 2020
ISBN:
9781474419222
eISBN:
9781474464802
Item type:
chapter
Publisher:
Edinburgh University Press
DOI:
10.3366/edinburgh/9781474419222.003.0004
Subject:
Film, Television and Radio, Film

Heather Lea Birdsall explores the Disney theme parks as a branded franchise space through a number of its video game appearances, including Kinect Disneyland Adventures (Microsoft Studios, 2011) and ... More


From Cineludic form to Mise-En-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games

Andreas Rauscher

in The Franchise Era: Managing Media in the Digital Economy

Published in print:
2019
Published Online:
January 2020
ISBN:
9781474419222
eISBN:
9781474464802
Item type:
chapter
Publisher:
Edinburgh University Press
DOI:
10.3366/edinburgh/9781474419222.003.0006
Subject:
Film, Television and Radio, Film

Andreas Rauscher analyzes the complex convergence of film, video games, and other media within the Star Wars franchise. He argues that stylistic influence within the franchise extends in multiple ... More


Transmedia-To-Go: Licensed Mobile Gaming in Japan

Bryan Hikari Hartzheim

in The Franchise Era: Managing Media in the Digital Economy

Published in print:
2019
Published Online:
January 2020
ISBN:
9781474419222
eISBN:
9781474464802
Item type:
chapter
Publisher:
Edinburgh University Press
DOI:
10.3366/edinburgh/9781474419222.003.0011
Subject:
Film, Television and Radio, Film

Bryan Hikari Hartzheim examines how a growing number of top-grossing and popular mobile game titles are extensions of larger media franchises that also stem from other media properties. He posits the ... More


From Custer’s Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Published in print:
2015
Published Online:
August 2015
ISBN:
9780816693153
eISBN:
9781452949666
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693153.003.0002
Subject:
Society and Culture, Media Studies

This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. ... More


Classifying Game Music

William Gibbons

in Unlimited Replays: Video Games and Classical Music

Published in print:
2018
Published Online:
May 2018
ISBN:
9780190265250
eISBN:
9780190265304
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190265250.003.0012
Subject:
Music, Popular, History, Western

This final chapter considers the ways in which video game music has rapidly entered the concert repertoire, and what that change might mean for how listeners, critics, and musicians understand ... More


“Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management

Matthew Thomas Payne

in The Franchise Era: Managing Media in the Digital Economy

Published in print:
2019
Published Online:
January 2020
ISBN:
9781474419222
eISBN:
9781474464802
Item type:
chapter
Publisher:
Edinburgh University Press
DOI:
10.3366/edinburgh/9781474419222.003.0005
Subject:
Film, Television and Radio, Film

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can ... More


Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Adrienne Shaw

Published in print:
2015
Published Online:
August 2015
ISBN:
9780816693153
eISBN:
9781452949666
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693153.001.0001
Subject:
Society and Culture, Media Studies

New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of ... More


The Future is Now: Changes in Gaming Culture

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0007
Subject:
Society and Culture, Technology and Society

In the final chapter, I consider shifts in gaming culture, including the growing prevalence of gaming in the United States. Increasingly, video gaming crosses demographic boundaries of age, race, and ... More


Sound Play: Video Games and the Musical Imagination

William Cheng

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199969968
eISBN:
9780199370092
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199969968.001.0001
Subject:
Music, History, American, Ethnomusicology, World Music

Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium provides us with ample opportunities to behave and act out with relative freedom and impunity. Or ... More


From Narrated Subjects to Programmable Objects

Seb Franklin

in Control: Digitality as Cultural Logic

Published in print:
2015
Published Online:
May 2016
ISBN:
9780262029537
eISBN:
9780262331135
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262029537.003.0005
Subject:
Society and Culture, Technology and Society

This chapter examines the relationship between two socio-cultural formations: the narrative forms that have emerged in conjunction with the control episteme, and the attribution of notions of ... More


Playing with Consumption

Shira Chess

in Ready Player Two: Women Gamers and Designed Identity

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.003.0005
Subject:
Society and Culture, Technology and Society

Chapter Four, “Playing with Consumption,” details how consumptive practices embedded in games create a path for Player Two in both positive and negative ways. This chapter considers free-to-play ... More


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