LEADER 01059nam0 22002771i 450 001 UON00056820 005 20231205102250.117 100 $a20020107d1970 |0itac50 ba 101 $aurd 102 $aPK 105 $a|||| 1|||| 200 1 $aTazkir wa Tanis$fIhsan Danis 210 $aLahaur$cMarkazi Urdu Bord$d1970 215 $a370 p.$d21 cm 606 $aLINGUA URDU$xSTUDI SPECIFICI$3UONC001922$2FI 620 $aPK$dLahore$3UONL000599 686 $aSI II IND DC$cSUBCONT. INDIANO - LINGUE INDOARIE - URDU - STUDI SPECIFICI$2A 700 1$aDANIS$bIhsan$3UONV036189$0653597 712 $aMarkazi Urdu Bord$3UONV250283$4650 801 $aIT$bSOL$c20240220$gRICA 899 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$2UONSI 912 $aUON00056820 950 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$dSI SI II ind Dc 040 $eSI SA 30832 5 040 966 $aLINGUE INDOARIE$yLINGUA URDU - STUDI SPECIFICI$3UONC006338 996 $aTazkir wa Tanis$91149741 997 $aUNIOR LEADER 03440nam 22005895 450 001 9910908372603321 005 20241119121004.0 010 $a9783031720925$b(electronic bk.) 010 $z9783031720918 024 7 $a10.1007/978-3-031-72092-5 035 $a(MiAaPQ)EBC31786548 035 $a(Au-PeEL)EBL31786548 035 $a(CKB)36601344100041 035 $a(DE-He213)978-3-031-72092-5 035 $a(EXLCZ)9936601344100041 100 $a20241119d2024 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aInfrastructure in Video Games /$fby Daniel Punday 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Palgrave Macmillan,$d2024. 215 $a1 online resource (106 pages) 311 08$aPrint version: Punday, Daniel Infrastructure in Video Games Cham : Palgrave Macmillan,c2024 9783031720918 327 $aChapter 1: Introduction: Infrastructure Studies -- Chapter 2: Inform, Game Rules, World State, and Interfaces -- Chapter 3: Levers and Watchtowers -- Chapter 4: Avatars and Governmentality -- Chapter 5: Maintenance and Scarcity -- Chapter 6: Interfaces and Fictional Worlds -- Chapter 7: Conclusion: The Occasion of New Infrastructure. 330 $aThis book will sketch the dynamics of infrastructure in video games, focusing on the relationship between game rules, fictional world, and player interaction. It will discuss a variety of commercial video games, both mainstream and somewhat niche, that use infrastructure in different ways: Control, Wolfenstein, Fallout, This War of Mine, Exocolonist, Cyberpunk, and Frostpunk. Video games offer a particularly rich field for thinking about the relationship between narrative and infrastructure. The infrastructures that exist in the fictional worlds of these games define the experience of play in a very direct way: how players are instantiated in the game, how they move around the play space, the resources that are available, and so on. And those infrastructures in turn very directly definite the nature of the fictional world. In contrast to literary fiction, were infrastructures might remain on the periphery of some stories, by virtue of the centrality of player interaction video games are inherently infrastructural. Daniel Punday is Professor of English at Mississippi State University, USA. He is the author of six books, including Playing at Narratology: Digital Media as Narrative Theory, Five Strands of Fictionality: The Institutional Construction of Contemporary American Fiction and Writing at the Limit: The Novel in the New Media Ecology. 606 $aGames 606 $aPopular culture 606 $aProse literature 606 $aDigital media 606 $aGames Studies 606 $aPopular Culture 606 $aNarrative Text and Prose 606 $aDigital and New Media 615 0$aGames. 615 0$aPopular culture. 615 0$aProse literature. 615 0$aDigital media. 615 14$aGames Studies. 615 24$aPopular Culture. 615 24$aNarrative Text and Prose. 615 24$aDigital and New Media. 676 $a306.487 700 $aPunday$b Daniel$01117068 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910908372603321 996 $aInfrastructure in Video Games$94289956 997 $aUNINA