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This edited collection examines the effects that macrosystems have on the figuration of our everyday-of microdystopias-and argues that microdystopic narratives are part of a genre that has emerged in contract to classic dystopic manifestations of world-shattering events. From different methodological and theoretical positions in fieldworks ranging from literary works and young adult series to concrete places and games, the contributors in Microdystopias: Aesthetics and Ideologies in a Broken Moment sound the depths of an existential sense of shrinking horizons - spatially, temporally, emotionally, and politically. The everyday encroachment on our sense of spatial orientation that gradually and discreetly shrinks the horizons of possibilities is demonstrated by examining what the form of the microdystopic look like when they are aesthetically configured. Contributors analyze the aesthetics that play a particularly central and complex role in mediating, as well as disrupting, the parameters of dystopian emergences and emergencies, reflecting an increasingly uneasy relationship between the fictional, the cautionary, and the real. Scholars of media studies, sociology, and philosophy will find this book of particular interest.
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
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