ビデオゲームとメタ言及<br>Videogames and Metareference : Mapping the Margins of an Interdisciplinary Field (Routledge Advances in Game Studies)

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ビデオゲームとメタ言及
Videogames and Metareference : Mapping the Margins of an Interdisciplinary Field (Routledge Advances in Game Studies)

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  • 製本 Hardcover:ハードカバー版/ページ数 290 p.
  • 言語 ENG
  • 商品コード 9781032882949
  • DDC分類 794.8

Full Description

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 fulfills 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.

The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC BY-NC-ND) 4.0 license.

Contents

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 Mullins's 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

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