Videogames And The Gothic
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Author |
: Ewan Kirkland |
Publisher |
: Routledge |
Total Pages |
: 140 |
Release |
: 2021-09-30 |
ISBN-10 |
: 1003026508 |
ISBN-13 |
: 9781003026501 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Videogames and the Gothic by : Ewan Kirkland
"This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, the author illustrates the ways particular tropes of Gothic culture - neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present - have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium, and contends that irrespective of narrative or aesthetic qualities, videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction"
Author |
: Ewan Kirkland |
Publisher |
: Routledge |
Total Pages |
: 216 |
Release |
: 2021-10-01 |
ISBN-10 |
: 9781000453102 |
ISBN-13 |
: 1000453103 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Videogames and the Gothic by : Ewan Kirkland
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.
Author |
: Isabella Van Elferen |
Publisher |
: University of Wales Press |
Total Pages |
: 268 |
Release |
: 2012-07-15 |
ISBN-10 |
: 9781783165315 |
ISBN-13 |
: 1783165316 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Gothic Music by : Isabella Van Elferen
Gothic Music: The Sounds of the Uncanny traces sonic Gothic from the echoing footsteps in Gothic novels to the dark soundscapes of Goth club nights. This broad perspective importantly widens the scope of Gothic music from Goth subculture to literature, film, television and video games. This book also provides the musical and theoretical definition of Gothic music that lacks in current scholarship. Whether voicing the spectral beings of early cinema, announcing virtual terrors in video games, or intensifying the nocturnal rituals of Goth, Gothic music represents the sounds of the uncanny.
Author |
: Roger Luckhurst |
Publisher |
: Princeton University Press |
Total Pages |
: 0 |
Release |
: 2021-11-16 |
ISBN-10 |
: 9780691229164 |
ISBN-13 |
: 0691229163 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Gothic by : Roger Luckhurst
"Crumbling ruins, undead fiends, dark alleys and forests teeming with horrors seen and unseen: the tendrils of the Gothic have crept out of the architecture of churches, mosques and grand houses and into suburban malls, overcrowded cities, the deserted corners of the world and beyond, taking the shape of monsters from Beowulf to Gojira, Cthulhu or the wendigo to our own terrifying, warped reflections. Across time, form and media, this book traces the weaving path of the Gothic from the shadows of history to the very heart of popular culture today"--
Author |
: Madelon Hoedt |
Publisher |
: McFarland |
Total Pages |
: 215 |
Release |
: 2019-10-30 |
ISBN-10 |
: 9781476638454 |
ISBN-13 |
: 1476638454 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Narrative Design and Authorship in Bloodborne by : Madelon Hoedt
In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
Author |
: Bernard Perron |
Publisher |
: McFarland |
Total Pages |
: 311 |
Release |
: 2014-01-10 |
ISBN-10 |
: 9780786454792 |
ISBN-13 |
: 0786454792 |
Rating |
: 4/5 (92 Downloads) |
Synopsis Horror Video Games by : Bernard Perron
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
Author |
: Dawn Stobbart |
Publisher |
: University of Wales Press |
Total Pages |
: 284 |
Release |
: 2019-10-01 |
ISBN-10 |
: 9781786834386 |
ISBN-13 |
: 1786834383 |
Rating |
: 4/5 (86 Downloads) |
Synopsis Videogames and Horror by : Dawn Stobbart
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
Author |
: Felipe Pepe |
Publisher |
: |
Total Pages |
: 528 |
Release |
: 2019-09 |
ISBN-10 |
: 1999353307 |
ISBN-13 |
: 9781999353308 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The CRPG Book: A Guide to Computer Role-Playing Games by : Felipe Pepe
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Author |
: Victoria Nelson |
Publisher |
: Harvard University Press |
Total Pages |
: 350 |
Release |
: 2012-05-08 |
ISBN-10 |
: 9780674065406 |
ISBN-13 |
: 0674065409 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Gothicka by : Victoria Nelson
To explain the millennial shift away from the traditionally dark Protestant post-Enlightenment Gothic, Nelson studies the complex arena of contemporary Gothic subgenres that take the form of novels, films, and graphic novels. She considers the work of Dan Brown and Stephenie Meyer, graphic novelists Mike Mignola and Garth Ennis, Christian writer William P. Young (author of The Shack), and filmmaker Guillermo del Toro. She considers twentieth-century Gothic masters H.P. Lovecraft, Anne Rice, and Stephen King in light of both their immediate ancestors in the eighteenth century and the original Gothic--the late medieval period from which Horace Walpole and his successors drew their inspiration. Fictions such as the Twilight and Left Behind series do more than follow the conventions of the classic Gothic novel. They are radically reviving and reinventing the transcendental worldview that informed the West's premodern era. As Jesus becomes mortal in The Da Vinci Code and the child Ofelia becomes a goddess in Pan's Labyrinth, Nelson argues that this unprecedented mainstreaming of a spiritually driven supernaturalism is a harbinger of what a post-Christian religion in America might look like.
Author |
: Sherri L. Brown |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 253 |
Release |
: 2018-03-15 |
ISBN-10 |
: 9781442277489 |
ISBN-13 |
: 1442277483 |
Rating |
: 4/5 (89 Downloads) |
Synopsis A Research Guide to Gothic Literature in English by : Sherri L. Brown
The Gothic began as a designation for barbarian tribes, was associated with the cathedrals of the High Middle Ages, was used to describe a marginalized literature in the late eighteenth century, and continues today in a variety of forms (literature, film, graphic novel, video games, and other narrative and artistic forms). Unlike other recent books in the field that focus on certain aspects of the Gothic, this work directs researchers to seminal and significant resources on all of its aspects. Annotations will help researchers determine what materials best suit their needs. A Research Guide to Gothic Literature in English covers Gothic cultural artifacts such as literature, film, graphic novels, and videogames. This authoritative guide equips researchers with valuable recent information about noteworthy resources that they can use to study the Gothic effectively and thoroughly.