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      Videogames and the Gothic

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      SKU 9781032073989 Categories ,
      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 have been appropriated by and transformed within digital games.

      This book explores the man...

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      Description

      Product ID:9781032073989
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Series:Routledge Advances in Game Studies
      Title:Videogames and the Gothic
      Authors:Author: Ewan Kirkland
      Page Count:140
      Subjects:The arts: general topics, The arts: general issues, Literary studies: general, Literary studies: fiction, novelists and prose writers, History, Cultural studies, Media studies, Computer games / online games: strategy guides, Digital animation, Games development and programming, Literary studies: general, Literary studies: fiction, novelists & prose writers, Humanities, Cultural studies, Media studies, Computer games / online games: strategy guides, Digital animation, Games development & programming
      Description: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 have been appropriated by and transformed within digital games.

      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.


      Imprint Name:Routledge
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2024-01-29

      Additional information

      Weight236 g
      Dimensions155 × 233 × 11 mm