Description

Book Synopsis

This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.

Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptivebut through design choices, players can also be invited to approach their travels more critically. This is the difference bet

Table of Contents

1. Introduction

2. It’s All Under Control

3. King of the Sandbox

4. Bigger on the Inside

5. You Can Stay Here

6. When Here Becomes There

7. Conclusion

Traveling through Video Games

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    £47.49

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    RRP £49.99 – you save £2.50 (5%)

    Order before 4pm tomorrow for delivery by Sat 27 Jun 2026.

    A Hardback by Tom van Nuenen

    15 in stock


      View other formats and editions of Traveling through Video Games by Tom van Nuenen

      Publisher: Taylor & Francis Ltd
      Publication Date: 1/30/2023 12:10:00 AM
      ISBN13: 9781032519487, 978-1032519487
      ISBN10: 1032519487

      Description

      Book Synopsis

      This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.

      Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptivebut through design choices, players can also be invited to approach their travels more critically. This is the difference bet

      Table of Contents

      1. Introduction

      2. It’s All Under Control

      3. King of the Sandbox

      4. Bigger on the Inside

      5. You Can Stay Here

      6. When Here Becomes There

      7. Conclusion

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