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Kojima, Hideo, --- Criticism and interpretation. --- Metal Gear Solid (Game) --- Video games --- History and criticism
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This book explores the video game Metal Gear Solid V’s exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game’s complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America’s use of Guantanamo Bay and the extraordinary rendition program as tools in the War on Terror. The Phantom Pain is examined as a work exploring post-9/11 in trauma, especially in returning soldiers. The characters appearing in both games are given substantial consideration and analysis as embodiments of different forms of PTSD and trauma. This book appeals especially to those interested in video game study, to those who are enthusiasts of video games, and those interested in post-9/11 narratives. Amy M. Green is Assistant Professor-in-Residence at the University of Nevada, Las Vegas, USA. Her work on video games has appeared in numerous academic journals, a TEDx talk, and interviews with KNPR’s State of Nevada program. She is currently working on another book on video games.
Metal Gear Solid --- Communication. --- Popular Culture. --- Culture. --- Technology. --- Digital media. --- Technology in literature. --- Media and Communication. --- Popular Culture . --- Culture and Technology. --- Digital/New Media. --- Literature and Technology/Media. --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Applied science --- Arts, Useful --- Science, Applied --- Useful arts --- Science --- Industrial arts --- Material culture --- Cultural sociology --- Culture --- Sociology of culture --- Civilization --- Popular culture --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Communication, Primitive --- Mass communication --- Sociology --- Social aspects
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Video games --- Video games --- Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.
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