| 000 | 03586nam a22005535i 4500 | ||
|---|---|---|---|
| 001 | 978-3-031-72092-5 | ||
| 003 | DE-He213 | ||
| 005 | 20251030113318.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 241119s2024 sz | s |||| 0|eng d | ||
| 020 |
_a9783031720925 _9978-3-031-72092-5 |
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| 024 | 7 |
_a10.1007/978-3-031-72092-5 _2doi |
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| 050 | 4 | _aP94.6-.65 | |
| 050 | 4 | _aGV1199-1570 | |
| 072 | 7 |
_aJFD _2bicssc |
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_aSOC052000 _2bisacsh |
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_aJBCT _2thema |
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| 100 | 1 |
_aPunday, Daniel. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _987710 |
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| 245 | 1 | 0 |
_aInfrastructure in Video Games _h[electronic resource] / _cby Daniel Punday. |
| 250 | _a1st ed. 2024. | ||
| 264 | 1 |
_aCham : _bSpringer Nature Switzerland : _bImprint: Palgrave Macmillan, _c2024. |
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| 300 |
_aVIII, 102 p. 12 illus., 10 illus. in color. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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| 505 | 0 | _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. | |
| 520 | _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. | ||
| 650 | 0 |
_aGames. _966570 |
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| 650 | 0 |
_aPopular Culture. _957605 |
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| 650 | 0 |
_aProse literature. _968654 |
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| 650 | 0 |
_aDigital media. _959274 |
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| 650 | 1 | 4 |
_aGames Studies. _966572 |
| 650 | 2 | 4 |
_aPopular Culture. _957605 |
| 650 | 2 | 4 |
_aNarrative Text and Prose. _968655 |
| 650 | 2 | 4 |
_aDigital and New Media. _965945 |
| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer Nature eBook | |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031720918 |
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_iPrinted edition: _z9783031720932 |
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_iPrinted edition: _z9783031720949 |
| 856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-72092-5 |
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| 912 | _aZDB-2-SXS | ||
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