Player vs. Monster
The Making and Breaking of Video Game Monstrosity
Bibliographic Data
| ID | 19973537 |
|---|---|
| Authors | Jaroslav Švelch (0000-0001-9918-8346, corresponding author) |
| Year | 2023 |
| Pages | 240 |
| Publication date | 2023-02-07 |
| Open Access | No |
| Type | BOOK |
| Venue | Player vs. Monster (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/14106.001.0001 |
| OpenAlex | W4319343635 |
| Open Library | OL38544908M |
| ISBN | 9780262373241 |
| Language | EN |
| Citations received | 5 |
| References cited | 41 |
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture's conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity
Aesthetics · Appeal · Art · Literature · Monster · Multimedia · Mythology · Political science · Popular culture · The arts · Video game · Visual arts · Comics and Graphic Narratives · Computer Science · Digital Games and Media · Gothic Literature and Media Analysis · Law
Haunted Media
A People’s History of Computing in the United States
“Fantasies so Varied and Bizarre”
Gaming Horror’s Horror
Monster Culture (Seven Theses)
‘The Promises of Monsters
Supernatural Horror in Literature
Against Flow
The World of Scary Video Games
Every Game is an Island
The Paradox of Transgression in Games
Game Production Studies
Understanding Video Games
Anime and Its Roots in Early Japanese Monster Art
Privilege, Power, and Dungeons & Dragons
Who hearkens to the monster’s scream? Death, violence and the veil of the monstrous in video games
Gender Trouble
The Indian Game of Snakes and Ladders
Visual Rhetorics and the Seductions of the Monstrous
Metagaming
Other Ethics
Monstrous Encounters
Little Helpers. About Demons, Angels and Other Servants
What Is It Like to Be a Bat
Millennial Monsters
Myths from Mesopotamia
"Gremlin" Twenty Years Later
Etymology of the Computer Bug
From beyond
The philosophy of horror, or, Paradoxes of the heart
Gods and Monsters
Homo ludens
The psychological foundations of the hero-ogre story
Frankenstein's Monster and Images of Race in Nineteenth-Century Britain
Cyborg Worlds
The Ludic Bestiary
The Ontology of the Enemy
| Unique citing works | 5 |
|---|---|
| Citations per year | 1,67 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 5 |