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      Traveling through Video Games

      1 in stock

      Firm sale: non returnable item
      SKU 9781032519487 Categories ,
      Select Guide Rating
      This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.

      This book unlocks an understanding...

      £49.99

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      Description

      Product ID:9781032519487
      Product Form:Hardback
      Country of Manufacture:GB
      Series:Routledge Advances in Game Studies
      Title:Traveling through Video Games
      Authors:Author: Tom van Nuenen
      Page Count:110
      Subjects:The arts: general topics, The arts: general issues, History, Popular culture, Media studies, Hospitality, sports, leisure and tourism industries, Human geography, Digital animation, Games development and programming, Sport: general, Humanities, Popular culture, Media studies, Tourism industry, Human geography, Digital animation, Games development & programming, Sports & outdoor recreation
      Description:Select Guide Rating
      This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.

      This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.

      Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it.

      This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.


      Imprint Name:Routledge
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2023-10-30

      Additional information

      Weight244 g
      Dimensions144 × 222 × 13 mm