Traveling through video games / Tom Van Nuenen
Material type:
TextSeries: Routledge advances in game studiesPublisher: London ; New York : Routledge, 2024Description: vi, 109 pages : illustrations ; 22 cmContent type: - text
- unmediated
- volume
- 9781032519487
- 9781032519500
- GV 1469.34 V36 2024
| Item type | Current library | Shelving location | Call number | Status | Date due | Barcode |
|---|---|---|---|---|---|---|
Book
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TUP Manila Library | General Circulation Section-GF | GV 1469.34 V36 2024 (Browse shelf(Opens below)) | Available | P00034313 |
Includes bibliographical references and index.
Introduction -- Why this book -- It's all under control -- Pixels and passports -- The issue with flow -- An unsettling vacation -- Defamiliarizing play -- King of the sandbox -- Gamified history -- Hiding from the city, in the city -- It's all in the details -- A meaningless overview -- Bigger on the inside -- Touring the walking sim -- Going off script -- Resignation and subversion -- Walking in space boots -- You can stay here -- Scale matters -- Relaxing survival -- Life's a chore -- When here becomes there -- Pedestrian gamification -- Racing through utopia -- Keep it professional -- Elective alienation -- It's all in your mind -- Conclusion.
"This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic forms of gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive-but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities"-- Provided by publisher.
Van Nuenen, T. (2024). Traveling through video games. Routledge.
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