This article focuses on 1950’s American iconography and the player’s participation in Fallout 3’s central storyline to explore the satire of Fallout 3. My approach goes beyond Marcus Schulzke’s argument that Fallout 3 is a morality simulator, which falls into a tradition of non-narrative approaches to studying videogames. Rather than concede that all videogames are a pariah to a traditional media narrative ecology, consisting of novels, movies, and theatre, I claim that Fallout 3 is both simulation and narrative. Under this framework, I investigate a critique on war, in relation to the game’s ridicule of the idea of a 1950’s American golden age. The central story episode, “Tranquility Lane,” where the player is trapped in a simulation of a ...
The presence of digital games are growing in the minds of young people. Since the 80´s the gaming in...
Though not the first video game set in the ruins of an apocalypse—examples of earlier games include...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
This article focuses on 1950’s American iconography and the player’s participation in Fallout 3’s ce...
Videogames as narratives exist on the margins of literary acceptance, and although digital texts are...
This article explores representations of history and history for the present in Fallout 4 to illumin...
textWhile considering the role of media in shaping and examining histories, we must also grapple wit...
Video games are fun. The fictional environments and plots they generate are designed with solely thi...
200 years after a nuclear war devastated the world in an alternate, post-World War II timeline, Fall...
In this essay, the overt ideological message and the internal system for structuring gameplay in Fal...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Fallout is a series of role-playing games set in a prolonged nuclear age that follows the fictional ...
The “sandbox” video game is typically defined, with reference to its childhood namesake, in terms of...
This thesis utilizes a comparative textual analysis of two popular video games series that feature h...
Contemporary climate change research today speculates that life as we know it is at an end (Scranton...
The presence of digital games are growing in the minds of young people. Since the 80´s the gaming in...
Though not the first video game set in the ruins of an apocalypse—examples of earlier games include...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
This article focuses on 1950’s American iconography and the player’s participation in Fallout 3’s ce...
Videogames as narratives exist on the margins of literary acceptance, and although digital texts are...
This article explores representations of history and history for the present in Fallout 4 to illumin...
textWhile considering the role of media in shaping and examining histories, we must also grapple wit...
Video games are fun. The fictional environments and plots they generate are designed with solely thi...
200 years after a nuclear war devastated the world in an alternate, post-World War II timeline, Fall...
In this essay, the overt ideological message and the internal system for structuring gameplay in Fal...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Fallout is a series of role-playing games set in a prolonged nuclear age that follows the fictional ...
The “sandbox” video game is typically defined, with reference to its childhood namesake, in terms of...
This thesis utilizes a comparative textual analysis of two popular video games series that feature h...
Contemporary climate change research today speculates that life as we know it is at an end (Scranton...
The presence of digital games are growing in the minds of young people. Since the 80´s the gaming in...
Though not the first video game set in the ruins of an apocalypse—examples of earlier games include...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...