While video games have blossomed into the foremost expression of
contemporary popular culture over the past decades, their critical
study occupies a fringe position in American Studies. In its
engagement with video games, this book contributes to their study
but with a thematic focus on a particularly important subject
matter in American Studies: spatiality. The volume explores the
production, representation, and experience of places in video games
from the perspective of American Studies. Contributions critically
interrogate the use of spatial myths ("wilderness," "frontier," or
"city upon a hill"), explore games as digital borderlands and
contact zones, and offer novel approaches to geographical literacy.
Eventually, Playing the Field II brings the rich theoretical
repertoire of the study of space in American Studies into
conversation with questions about the production, representation,
and experience of space in video games.
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