The performance of video games : enacting identity, history and culture through play /
"When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book conceptualizes video gaming as a virtual medium for performance, scrutinizing the ways in which a pla...
Main Author: | |
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Format: | Book |
Language: | English |
Published: |
Jefferson, North Carolina :
McFarland & Company, Inc., Publishers,
[2022]
|
Series: | Studies in gaming
Studies in gaming |
Subjects: |
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100 | 1 | |a Aliano, Kelly I., |d 1984- |e author |= ^A3704478 | |
100 | 1 | |a Aliano, Kelly I., |d 1984- |e author | |
245 | 1 | 4 | |a The performance of video games : |b enacting identity, history and culture through play / |c Kelly I. Aliano |
264 | 1 | |a Jefferson, North Carolina : |b McFarland & Company, Inc., Publishers, |c [2022] | |
264 | 4 | |c ©2022 | |
300 | |a vii, 222 pages ; |c 23 cm | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a unmediated |b n |2 rdamedia | ||
338 | |a volume |b nc |2 rdacarrier | ||
490 | 1 | |a Studies in gaming | |
504 | |a Includes bibliographical references and index | ||
505 | 0 | |a Introduction : empowering the spectator through play -- Video games and the building of legends -- Theatrical theory and identity construction in video gaming -- Posthumanism and the performance of video gaming -- Playing with history in video games -- Playing at history in video games -- Considering selfhood and identity in video games -- The performance of video gaming in daily life -- Conclusion : building bridges through video games | |
520 | |a "When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book conceptualizes video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change a player's relationship with historical events and contemporary concerns, ultimately impacting how they formulate a sense of self. Using the author's own gaming experiences as a framework, it focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society"-- |c Provided by publisher | ||
596 | |a 1 | ||
650 | 0 | |a Video gamers |x Psychology | |
650 | 0 | |a Video games |x Psychological aspects |= ^A2595009 | |
650 | 0 | |a Video games |x Psychological aspects | |
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650 | 7 | |a Video games |x Psychological aspects |2 fast | |
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830 | 0 | |a Studies in gaming | |
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