- ホーム
- > 洋書
- > 英文書
- > Cinema / Film
Full Description
The figure of the vampire is amongst the most ubiquitous in popular culture, with little sign of it slowing down in film, television or books. However, one overlooked element of the vampire's cultural impact is how the vampire is implemented into interactive texts such as video games and board games. This book will show that not only is there a plethora of interactive texts that utilise the tropes of the vampire as an enemy for the player to face but also ones that create a vampiric avatar for the players to utilise. This book will show how no other gothic or horror-orientated figure can surpass the vampire for cultural weight and utility within the interactive space, nor can any of these figures be reconstructed so readily the ways games do with the vampire.
Contents
Introduction: It's in the Blood
1. Bloody Boss Battles: The Vampire as Antagonist
2. (Un)Death Becomes Them: The Vampiric Avatar
3. Levelling Up: Enhancing Campiric Avatars in Games
4. From the Shadows: Deception and Deciet
5. Re-evaluating Humanity: Ethics and Morality
6. Bloody Conquests: Wat, Strategy and Politics
7. The Rule of Lore: Vampiric Exploration and Dialogues Between Designers and Players
8. Coteries and Communities: Vampires, Experiences and Player Dynamics
Conclusion: Gothic Gaming
References
Index