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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)
020 _a9781032519500
_q(pbk)
020 _z9781003404590
_q(ebk)
035 _a23260051
040 _aDLC
_beng
_erda
_dTUPM
_cDLC
042 _apcc
050 0 0 _aGV 1469.34
_bV36 2024
100 1 _aVan Nuenen, Tom,
_d1984-
_eauthor.
245 1 0 _aTraveling through video games /
_cTom Van Nuenen
264 1 _aLondon ;
_aNew York :
_bRoutledge,
_c2024.
300 _avi, 109 pages :
_billustrations ;
_c22 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
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.
590 _aVan Nuenen, T. (2024). Traveling through video games. Routledge.
650 0 _aVideo games
_xSocial aspects.
650 0 _aTourism
_xComputer network resources.
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 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBK
_n0
999 _c30945
_d30945