LEADER 03661oam 2200613 c 450 001 996571853003316 005 20231226143438.0 010 $a3-8394-4597-3 024 7 $a10.14361/9783839445976 035 $a(CKB)4100000007141392 035 $a(MiAaPQ)EBC5572684 035 $a(DE-B1597)508092 035 $a(OCoLC)1064063091 035 $a(DE-B1597)9783839445976 035 $a(Au-PeEL)EBL5572684 035 $a(transcript Verlag)9783839445976 035 $a(EXLCZ)994100000007141392 100 $a20220221d2018 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPlaying Dystopia$eNightmarish Worlds in Video Games and the Player's Aesthetic Response$fGerald Farca 205 $a1st ed. 210 $aBielefeld$ctranscript Verlag$d2018 215 $a1 online resource (435 pages) 225 0 $aBild und Bit. Studien zur digitalen Medienkultur$v8 311 $a3-8376-4597-5 327 $aFrontmatter 1 Contents 5 Acknowledgments 9 Introduction 11 Preface to Part I 35 1. Utopia and the Dream of a Better World 37 2. Dystopia: Nightmarish Worlds as Distorted Anxiety Dreams 65 3. Warning, Effectiveness, and Targets of the Video Game Dystopia 113 Preface to Part II 155 4. Towards the Implied Player 159 5. Estrangement Through World and Agency 251 Preface to Part III 323 6. Night-Time Dreams and Wish-Fulfilment: The Struggle for Utopia in BIOSHOCK INFINITE 325 7. THE LAST OF US and the Journey to Nature 373 8. Horizons and the Video Game Dystopia 403 List of Abbreviations 409 Glossary 411 Ludography 415 Bibliography 417 330 $aVideo 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. Gerald 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. 330 1 $a»Farca ist ein Grundlagenwerk des Computerspiel(en)s gelungen, das Strukturen des Spiels mit den Aktivita?ten der Spieler verbindet.« Lothar Mikos, tv diskurs, 1 (2020) Besprochen in: gmk-Newsletter, 9 (2019) 410 0$aBild und Bit. Studien zur digitalen Medienkultur 606 $aVideo Games; Utopia; Dystopia; Science Fiction; Culture; Phenomenology; Media; Computer Games; Media Aesthetics; Digital Media; Sociology of Technology; Media Studies; 610 $aComputer Games. 610 $aCulture. 610 $aDigital Media. 610 $aDystopia. 610 $aMedia Aesthetics. 610 $aMedia Studies. 610 $aMedia. 610 $aPhenomenology. 610 $aScience Fiction. 610 $aSociology of Technology. 610 $aUtopia. 615 4$aVideo Games; Utopia; Dystopia; Science Fiction; Culture; Phenomenology; Media; Computer Games; Media Aesthetics; Digital Media; Sociology of Technology; Media Studies; 676 $a822 700 $aFarca$b Gerald$4aut$01461811 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a996571853003316 996 $aPlaying Dystopia$93670602 997 $aUNISA