Description
Book SynopsisTrade Review"In Mixed Realism, Welsh proposes a fresh approach to understanding digital games and contemporary literature that is essential, relevant, and engaging."—Zach Whalen, University of Mary Washington
"It is a timely and welcome addition to the literature."—American Journal of Play
Table of ContentsContents
Preface
Introduction. The Paradox of Real Virtuality: Super Columbine Massacre RPG!
Part I. History, Theory, Methodology
1. Immersive Fictions in the Dot-com Era
2. Reading In Cold Blood Today: Toward a Model of Mixed Realism
3. Incomplete Worlds: Videogames beyond Immersion
4. Gaming in Context: Self-reflexive Strategies in Prince of Persia: Sands of Time, Eternal Darkness, and .hack//Infection
5. Metafiction and the Perils of Ubiquitous Mediation
Part II. Extended Studies
6. When What’s Real Doesn’t Matter: House of Leaves
7. Acceptable Losses: Call of Duty: Modern Warfare 2
Coda. The Rock of the Virtual: Violence in Blood Meridian and Red Dead Redemption
Acknowledgements
Notes
Index