On Video Games

On Video Games

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Video games are a defining part of mass visual culture. Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassina€™s Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts. As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them a€“ and more importantly how we understand them.a#39;Live in Your World, Play in Oursa#39; a€“ Race, Video Games, and Consuming the Othera#39;, Studies in Media aamp; Information Literacy Education 3, no. 4 (November 2003), p. 1a€“9. Lewis, Helen, a#39;Gamergate: A Brief History of a Computer-Age Wara#39;, Guardian, 11 January 2015. http://www.theguardian.com/technology/2015/jan/11/ gamergate-a-brief-history-of-a-computer-age-war. Lien, Tracey, a#39;Why Are Women Leaving the Tech Industry in Droves?a#39; Los Angeles Times, 22 February 2015.

Title:On Video Games
Author: Soraya Murray
Publisher:I.B.Tauris - 2017-10-30

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