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020 _a9789048550623
_qPDF
024 7 _a10.1515/9789048550623
_2doi
035 _a(DE-B1597)9789048550623
035 _a(DE-B1597)612115
035 _a(OCoLC)1371970666
040 _aDE-B1597
_beng
_cDE-B1597
_erda
050 4 _aGV1469.3
_b.P47 2022
072 7 _aNON000000
_2bisacsh
082 0 4 _a794.8
_223
084 _aonline - DeGruyter
245 0 0 _aPerspectives on the European Videogame /
_ced. by Óliver Pérez-Latorre, Víctor Navarro-Remesal.
264 1 _aAmsterdam :
_bAmsterdam University Press,
_c[2021]
264 4 _c2021
300 _a1 online resource (236 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aGames and Play ;
_v6
505 0 0 _tFrontmatter --
_tTable of Contents --
_tPrologue --
_tIntroduction --
_tPart I National Stories --
_t1. National Games: Spanish Games of the 1980s --
_t2. From Le Vampire Fou to Billy la Banlieue : Genre, Influences and Social Commentary in 1980s French Videogames --
_t3. Finnish Fuck Games: A Lost Historical Footnote --
_t4. Adopting an Orphaned Platform : The Second Life of the Sharp MZ-800 in Czechoslovakia --
_t5. Cuthbert Goes Cloning : Ports, Platforms, and the Dragon 32 Microcomputer --
_tPart II Transnational Approaches --
_t6. Masterpiece! Auteurism and European Videogames --
_t7. Playing European Comic Books : The Videogame Adaptations of Astérix and Tintin, 1993–1997 --
_t8. Existential Ludology and Peter Wessel Zapffe --
_t9. Europe Simulates Europe : How European Analogue Games Frame their Own Identity --
_t10. Naturalist Tendency in European Narrative Games --
_tConclusions (for now) --
_tIndex
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aThe history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, until now, almost non-existent yet necessary academic endeavour: a story and critical exploration of the works, authors, styles, and cultures of the European videogame.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 26. Aug 2024)
650 0 _aVideo games industry
_zEurope.
650 0 _aVideo games
_zEurope.
650 4 _aAUP Wetenschappelijk.
650 4 _aAmsterdam University Press.
650 4 _aCultural Studies.
650 4 _aFilm, Media, and Communication.
650 4 _aGame Studies.
650 4 _aMedia Studies.
650 7 _aNON-CLASSIFIABLE.
_2bisacsh
653 _aEurope, video game, culture, design, representation.
700 1 _aBlanchet, Alexis
_eautore
700 1 _aFernández-Vara, Clara
_eautore
700 1 _aGarin, Manuel
_eautore
700 1 _aGualeni, Stefano
_eautore
700 1 _aKarhulahti, Veli-Matti
_eautore
700 1 _aMortensen, Torill Elvira
_eautore
700 1 _aNavarro-Remesal, Víctor
_eautore
_ecuratore
700 1 _aNewman, James
_eautore
700 1 _aOliva, Mercè
_eautore
700 1 _aPaasonen, Susanna
_eautore
700 1 _aPlanells de la Maza, Antonio José
_eautore
700 1 _aPérez-Latorre, Óliver
_eautore
_ecuratore
700 1 _aVella, Daniel
_eautore
700 1 _aZagalo, Nelson
_eautore
700 1 _aŠvelch, Jaroslav
_eautore
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.1515/9789048550623?locatt=mode:legacy
856 4 0 _uhttps://www.degruyter.com/isbn/9789048550623
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9789048550623/original
942 _cEB
999 _c292443
_d292443