Description

Book Synopsis


Trade 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 Contents

Contents
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

Mixed Realism Videogames and the Violence of

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    A Hardback by Timothy J. Welsh

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      View other formats and editions of Mixed Realism Videogames and the Violence of by Timothy J. Welsh

      Publisher: University of Minnesota Press
      Publication Date: 15/12/2016
      ISBN13: 9780816689439, 978-0816689439
      ISBN10: 0816689431

      Description

      Book Synopsis


      Trade 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 Contents

      Contents
      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

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