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This book focuses on the almost entirely neglected treatment of
empire and colonialism in videogames. From its inception in the
nineties, Game Studies has kept away from these issues despite the
early popularity of videogame franchises such as Civilization and
Age of Empire. This book examines the complex ways in which some
videogames construct conceptions of spatiality, political systems,
ethics and society that are often deeply imbued with colonialism.
Moving beyond questions pertaining to European and American gaming
cultures, this book addresses issues that relate to a global
audience - including, especially, the millions who play videogames
in the formerly colonised countries, seeking to make a timely
intervention by creating a larger awareness of global cultural
issues in videogame research. Addressing a major gap in Game
Studies research, this book will connect to discourses of
post-colonial theory at large and thereby, provide another
entry-point for this new medium of digital communication into
larger Humanities discourses.
The potential of video games as storytelling media and the deep
involvement that players feel when they are part of the story needs
to be analysed vis-a-vis other narrative media. This book
underscores the importance of video games as narratives and offers
a framework for analysing the many-ended stories that often
redefine real and virtual lives.
This book focuses on the almost entirely neglected treatment of
empire and colonialism in videogames. From its inception in the
nineties, Game Studies has kept away from these issues despite the
early popularity of videogame franchises such as Civilization and
Age of Empire. This book examines the complex ways in which some
videogames construct conceptions of spatiality, political systems,
ethics and society that are often deeply imbued with colonialism.
Moving beyond questions pertaining to European and American gaming
cultures, this book addresses issues that relate to a global
audience - including, especially, the millions who play videogames
in the formerly colonised countries, seeking to make a timely
intervention by creating a larger awareness of global cultural
issues in videogame research. Addressing a major gap in Game
Studies research, this book will connect to discourses of
post-colonial theory at large and thereby, provide another
entry-point for this new medium of digital communication into
larger Humanities discourses.
The potential of video games as storytelling media and the deep
involvement that players feel when they are part of the story needs
to be analysed vis-a-vis other narrative media. This book
underscores the importance of video games as narratives and offers
a framework for analysing the many-ended stories that often
redefine real and virtual lives.
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