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Video Games and Spatiality in American Studies

Bibliographic Data

ID23528917
EditorsDietmar Meinel (0000-0003-1015-441X)
Year2022
Pages190
Publication date2022-03-07
Open AccessNo
TypeBOOK
VenueVideo Games and Spatiality in Amercian Studies (SOURCE_BOOK)
PublisherDe Gruyter (PUBLISHER • DE)
DOI10.1515/9783110675184
OpenAlexW4214693151
ISBN9783110675184
Open LibraryOL33760760M
LanguageEN
Citations received3

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.

Computer graphics (images) · Multimedia · Video game · Computer Science · Digital Games and Media

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Citations per year0.75
Citation span2022 - 2025 (4)
Highly citedNo

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