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The World Is Born From Zero : Understanding Speculation and Video Games / Cameron Kunzelman.

By: Material type: TextTextSeries: Video Games and the Humanities ; 8Publisher: München ; Wien : De Gruyter Oldenbourg, [2022]Copyright date: ©2022Description: 1 online resource (VIII, 198 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783110718324
  • 9783110719475
  • 9783110719451
Subject(s): DDC classification:
  • 794.846
Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
Frontmatter -- Acknowledgements -- Contents -- Introduction -- Chapter 1 A Method for Thinking Speculation, Science Fiction, and Video Games -- Chapter 2 Potential Labor: On VA-11 HALL-A -- Chapter 3 Anti-Blackness and the Aesthetic Grounding of Speculation: On the Last of Us and the Last of Us Part 2 -- Chapter 4 The Politics of Design in Climate Change Games -- Conclusion -- Bibliography -- Media -- Index of Names -- Index of Subjects
Summary: The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783110719451

Frontmatter -- Acknowledgements -- Contents -- Introduction -- Chapter 1 A Method for Thinking Speculation, Science Fiction, and Video Games -- Chapter 2 Potential Labor: On VA-11 HALL-A -- Chapter 3 Anti-Blackness and the Aesthetic Grounding of Speculation: On the Last of Us and the Last of Us Part 2 -- Chapter 4 The Politics of Design in Climate Change Games -- Conclusion -- Bibliography -- Media -- Index of Names -- Index of Subjects

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Issued also in print.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Mai 2023)