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Videogames and Metareference: Mapping the Margins of an Interdisciplinary Field [Hardback]

Edited by (Osnabrück University, Germany), Edited by (University of Tübingen, Germany)
  • Formāts: Hardback, 290 pages, height x width: 234x156 mm, weight: 550 g, 55 Halftones, black and white; 55 Illustrations, black and white
  • Sērija : Routledge Advances in Game Studies
  • Izdošanas datums: 30-Jun-2025
  • Izdevniecība: Routledge
  • ISBN-10: 1032882948
  • ISBN-13: 9781032882949
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  • Hardback
  • Cena: 191,26 €
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  • Formāts: Hardback, 290 pages, height x width: 234x156 mm, weight: 550 g, 55 Halftones, black and white; 55 Illustrations, black and white
  • Sērija : Routledge Advances in Game Studies
  • Izdošanas datums: 30-Jun-2025
  • Izdevniecība: Routledge
  • ISBN-10: 1032882948
  • ISBN-13: 9781032882949
Citas grāmatas par šo tēmu:

Videogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective.

Bringing together a group of distinguished scholars from various geographic and disciplinary backgrounds, the book combines in-depth theoretical reflection with a diverse selection of case studies in order to explore how metareference manifests itself in and around a broad range of videogames (from indie to AAA), while also asking what cultural work the videogames in question accomplish in the process. The carefully curated chapters not only provide much-needed expansions and revisions of a concept that was at least initially derived mainly from literary studies but also cover a broad range of videogame genres, discuss the evolution of metareference across videogame history as well as the functions it fulfils in different sociocultural contexts, and scrutinize metareferential elements and examples that have hitherto received little attention.

This book with its interdisciplinary scope will appeal to scholars and students within game studies and game design as well as, more broadly, scholars and students within literary studies, media studies, popular culture studies, and digital culture studies.



This book is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective. It will appeal to game studies, game design, literary studies, media studies, popular culture studies, and digital culture studies.

1. Videogames and Metareference: Introduction

2. Metareferentiality as an Indicator of Procedural Poetics

3. Orders of Anti-Illusion: An Analytical Framework for Metareference from a
Semiotic Perspective

4. Not Salient Enough? Videogame-Specific Marker Failure of Implicit
Metareference in Far Cry 2 and Far Cry 3

5. No Longer Safe Before the Screen? Game-Transcending Metareference in Indie
Horror Games

6. When Metareference Is the Gameplay: Examining the Multidimensional Layers
of Daniel Mullinss Inscryption

7. Metareference and Posthuman Subjectivity in Videogames

8. The Visual Metalepsis as a Palimpsest in Alan Wake 2 and Layers of Fear 2

9. Reading (in) Games: Constructing Meaning through Intradiegetic
Metareferences to Text

10. The Name of the Reader: Constructing the Bookish Player in Pentiment

11. Metareference in Comics Games

12. Postdigital Aesthetics in Recent Indie Games

Index
Theresa Krampe is a Postdoctoral Research Associate at the International Center for Ethics in the Sciences and Humanities (IZEW) at the University of Tübingen, Germany, and a Guest Researcher in Media Studies at Osnabrück University, Germany.

Jan-Noėl Thon is Professor and Chair of Media Studies and Media Education at Osnabrück University, Germany.