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End-Game : Apocalyptic Video Games, Contemporary Society, and Digital Media Culture / ed. by Lorenzo DiTommaso, James Crossley, Alastair Lockhart, Rachel Wagner.

Contributor(s): Material type: TextTextSeries: Video Games and the Humanities ; 16Publisher: Mnchen ; Wien : De Gruyter Oldenbourg, [2024]Copyright date: 2024Description: 1 online resource (XVI, 485 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783110752687
  • 9783110752861
  • 9783110752809
Subject(s): DDC classification:
  • 794.8472 23
LOC classification:
  • GV1469.3 .E53 2024
Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
Frontmatter -- Preface -- Contents -- Contributors and Editors -- Overture -- Video Games and the Contemporary Apocalyptic Imagination -- Essays -- Frostpunk, the Apocalypse, and the “Enduring Temptation” of Ecofascism -- The Missing Middle Class in The Outer Worlds -- Masculine Apocalypses: Navigating Masculinity, Male Spaces, and Violence in Days Gone (2019) and The Last of Us Part II (2020) -- Cities of the (Digital) Apocalypse – The Meeting of Video Games, Ruins, and Urban Studies -- My Ruined Town: Fallout 4 Modding and Digital Storytelling -- “I Am Making Everything New”: Animal Crossing as Postmillennial Apocalyptic Progress During the Covid Pandemic -- “All Sound Will Be Muted. All Life Will Scream”: Music and Sound as Existential Resistance in Disco Elysium (2019) -- The Two Broken Messiahs of Far Cry 5 -- “There Will be a Reckoning”: Galactic Apocalypse as Endgame in Stellaris -- A Playlist for the Apocalypse: Popular Music in Death Stranding -- Horizon Zero Dawn as Genre-Medium Coevolution -- End Game: Determinism and Human Instrumentality in Apocalyptic Video Games -- Anthroponyms, Apocalyptic Dualism, and Identity Formation in Post-Apocalyptic Video Games -- Death Stranding, Connections, Timefall, and Our Interactive Past -- Undead Ecosystems: Death Stranding and the Contemporary Video-Game Zombie -- “Everyone in This Story Is Already Dead”: Death Matters in Disco Elysium’s Apocalypse -- The Haunted Environment: Ellie’s Engagement through Retrospection -- The End of Everything -- “Pick Your Plasmid and Evolve!”: Individualization, Genetics, and Choice in BioShock -- The Dystopia Industry: Video Games and the Commodification of Cultural Collapse -- Video-Game Religion beyond the Anthropocene -- Giving Pandemic a Face: Ecophobia in A Plague Tale: Innocence -- Medieval Fantasy in Video Games and Apocalypse in Digital Culture -- Coda -- Apocalypticism Today -- Bibliography -- A Bibliography of Critical Scholarship on Post/Apocalyptic Video Games -- Index
Summary: Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
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)9783110752809

Frontmatter -- Preface -- Contents -- Contributors and Editors -- Overture -- Video Games and the Contemporary Apocalyptic Imagination -- Essays -- Frostpunk, the Apocalypse, and the “Enduring Temptation” of Ecofascism -- The Missing Middle Class in The Outer Worlds -- Masculine Apocalypses: Navigating Masculinity, Male Spaces, and Violence in Days Gone (2019) and The Last of Us Part II (2020) -- Cities of the (Digital) Apocalypse – The Meeting of Video Games, Ruins, and Urban Studies -- My Ruined Town: Fallout 4 Modding and Digital Storytelling -- “I Am Making Everything New”: Animal Crossing as Postmillennial Apocalyptic Progress During the Covid Pandemic -- “All Sound Will Be Muted. All Life Will Scream”: Music and Sound as Existential Resistance in Disco Elysium (2019) -- The Two Broken Messiahs of Far Cry 5 -- “There Will be a Reckoning”: Galactic Apocalypse as Endgame in Stellaris -- A Playlist for the Apocalypse: Popular Music in Death Stranding -- Horizon Zero Dawn as Genre-Medium Coevolution -- End Game: Determinism and Human Instrumentality in Apocalyptic Video Games -- Anthroponyms, Apocalyptic Dualism, and Identity Formation in Post-Apocalyptic Video Games -- Death Stranding, Connections, Timefall, and Our Interactive Past -- Undead Ecosystems: Death Stranding and the Contemporary Video-Game Zombie -- “Everyone in This Story Is Already Dead”: Death Matters in Disco Elysium’s Apocalypse -- The Haunted Environment: Ellie’s Engagement through Retrospection -- The End of Everything -- “Pick Your Plasmid and Evolve!”: Individualization, Genetics, and Choice in BioShock -- The Dystopia Industry: Video Games and the Commodification of Cultural Collapse -- Video-Game Religion beyond the Anthropocene -- Giving Pandemic a Face: Ecophobia in A Plague Tale: Innocence -- Medieval Fantasy in Video Games and Apocalypse in Digital Culture -- Coda -- Apocalypticism Today -- Bibliography -- A Bibliography of Critical Scholarship on Post/Apocalyptic Video Games -- Index

restricted access online access with authorization star

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

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

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 20. Nov 2024)