03391nam a22005055i 4500001001800000003000900018005001700027007001500044008004100059020003700100024003500137050001400172050001600186072001600202072002300218072001600241100008400257245007800341250001800419264007900437300006600516336002600582337002600608338003600634347002400670505034000694520136601034650001802400650002802418650002902446650002602475650002602501650002802527650003702555650003402592710003402626773002602660776003602686776003602722776003602758856004602794912001402840912001402854999001702868978-3-031-72092-5DE-He21320251030113318.0cr nn 008mamaa241119s2024 sz | s |||| 0|eng d a97830317209259978-3-031-72092-57 a10.1007/978-3-031-72092-52doi 4aP94.6-.65 4aGV1199-1570 7aJFD2bicssc 7aSOC0520002bisacsh 7aJBCT2thema1 aPunday, Daniel.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut98771010aInfrastructure in Video Gamesh[electronic resource] /cby Daniel Punday. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Palgrave Macmillan,c2024. aVIII, 102 p. 12 illus., 10 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda0 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. 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. 0aGames.966570 0aPopular Culture.957605 0aProse literature.968654 0aDigital media.95927414aGames Studies.96657224aPopular Culture.95760524aNarrative Text and Prose.96865524aDigital and New Media.9659452 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303172091808iPrinted edition:z978303172093208iPrinted edition:z978303172094940uhttps://doi.org/10.1007/978-3-031-72092-5 aZDB-2-SLS aZDB-2-SXS c65046d65046