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Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events.0Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own 'offline' environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.
Mass communications --- massamedia --- Dystopian plays --- Anti-utopian drama --- Anti-utopian plays --- Cacotopian drama --- Cacotopian plays --- Dystopian drama --- Dystopias --- Dystopic drama --- Dystopic plays --- Negative utopian drama --- Negative utopian plays --- Drama --- History and criticism. --- Video Games; Utopia; Dystopia; Science Fiction; Culture; Phenomenology; Media; Computer Games; Media Aesthetics; Digital Media; Sociology of Technology; Media Studies --- Computer Games. --- Culture. --- Digital Media. --- Dystopia. --- Media Aesthetics. --- Media Studies. --- Media. --- Phenomenology. --- Science Fiction. --- Sociology of Technology. --- Utopia. --- Video games - Psychological aspects --- Computer games - Psychological aspects --- Simulation games - Psychological aspects --- Video games --- Computer games --- Simulation games
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Video games today permeate our everyday existence. They immerse players in fascinating game-worlds and exciting experiences, often inviting them in various ways to reflect on the enacted events.Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish game-worlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own 'offline' environment, thus learning to stay wary of social and political developments.In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.
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With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to the most pressing environmental concerns. This book brings together chapters by a diverse group of established and emerging authors to develop a growing body of scholarship that explores the shape, impact, and cultural context of ecogames. The book comprises four thematic sections, Today's Challenges: Games for Change, Future Worlds: New Imaginaries, The Nonhuman Turn, and Critical Metagaming Practices. Each section explores different aspects of ecocritical engagement in and through games. As a result, the book's comprehensive scope covers a variety of angles, methodologies, and case studies, significantly expanding the field of green media studies.
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