Video Gaming in Science Fiction - Jason Barr

Video Gaming in Science Fiction

A Critical Study

(Autor)

Matthew Wilhelm Kapell (Herausgeber)

Buch | Softcover
194 Seiten
2018
McFarland & Co Inc (Verlag)
978-1-4766-6637-2 (ISBN)
36,15 inkl. MwSt
In this examination of how video gaming and video gaming culture are depicted in science fiction, Jason Barr examines how preconceived, media-fueled paranoia about video gaming, first formed almost fifty years ago, still resonate in modern science fiction prose.
As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.

Jason Barr is an associate professor at Blue Ridge Community College. His work has appeared in African American Review, Explicator, The Journal of Continuing Higher Education, and The Journal of Caribbean Literatures, among others. He lives in Weyers Cave, Virginia. Series editor Matthew Wilhelm Kapell teaches American studies, anthropology, and writing at Pace University in New York.

Table of Contents


Acknowledgments

Preface

Introduction

1: The Game and the Gamespace

2: Geekdom and the Gamer as Social Outcast

3: We’re All Grown Up Now: The “Maturation” and Insularity of Video Gaming and Science Fiction

4: Gender and the Body Politic

5: Fighting “the Man”: Against Governments and Corporations

6: Juvenile Science Fiction and the Future

Afterword: The Origins of Video Gaming in Science

Fiction Cinema

Chapter Notes

Bibliography

Index

Erscheinungsdatum
Reihe/Serie Studies in Gaming
Zusatzinfo notes, bibliography, index
Verlagsort Jefferson, NC
Sprache englisch
Maße 152 x 229 mm
Gewicht 249 g
Themenwelt Sachbuch/Ratgeber Freizeit / Hobby Spielen / Raten
Geisteswissenschaften Sprach- / Literaturwissenschaft Anglistik / Amerikanistik
Geisteswissenschaften Sprach- / Literaturwissenschaft Literaturwissenschaft
Informatik Weitere Themen Computerspiele
ISBN-10 1-4766-6637-7 / 1476666377
ISBN-13 978-1-4766-6637-2 / 9781476666372
Zustand Neuware
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