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
024 7 _a10.1007/978-3-031-72092-5
_2doi
050 4 _aP94.6-.65
050 4 _aGV1199-1570
072 7 _aJFD
_2bicssc
072 7 _aSOC052000
_2bisacsh
072 7 _aJBCT
_2thema
100 1 _aPunday, Daniel.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_987710
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.
300 _aVIII, 102 p. 12 illus., 10 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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
650 0 _aPopular Culture.
_957605
650 0 _aProse literature.
_968654
650 0 _aDigital media.
_959274
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
776 0 8 _iPrinted edition:
_z9783031720932
776 0 8 _iPrinted edition:
_z9783031720949
856 4 0 _uhttps://doi.org/10.1007/978-3-031-72092-5
912 _aZDB-2-SLS
912 _aZDB-2-SXS
999 _c65046
_d65046