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| 001 | 23260051 | ||
| 003 | OSt | ||
| 005 | 20251020105919.0 | ||
| 008 | 230804s2024 enka b 001 0 eng | ||
| 010 | _a 2023036221 | ||
| 020 |
_a9781032519487 _q(hbk) |
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_a9781032519500 _q(pbk) |
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| 035 | _a23260051 | ||
| 040 |
_aDLC _beng _erda _dTUPM _cDLC |
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| 042 | _apcc | ||
| 050 | 0 | 0 |
_aGV 1469.34 _bV36 2024 |
| 100 | 1 |
_aVan Nuenen, Tom, _d1984- _eauthor. |
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| 245 | 1 | 0 |
_aTraveling through video games / _cTom Van Nuenen |
| 264 | 1 |
_aLondon ; _aNew York : _bRoutledge, _c2024. |
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| 300 |
_avi, 109 pages : _billustrations ; _c22 cm. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 490 | 0 | _aRoutledge advances in game studies | |
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aIntroduction -- 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. | |
| 520 |
_a"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"-- _cProvided by publisher. |
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| 590 | _aVan Nuenen, T. (2024). Traveling through video games. Routledge. | ||
| 650 | 0 |
_aVideo games _xSocial aspects. |
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| 650 | 0 |
_aTourism _xComputer network resources. |
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| 650 | 0 | _aVirtual reality. | |
| 776 | 0 | 8 |
_iOnline version: _aVan Nuenen, Tom, 1984- _tTraveling through video games _dNew York : Routledge, 2024 _z9781003404590 _w(DLC) 2023036222 |
| 906 |
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