Though not the first video game set in the ruins of an apocalypse—examples of earlier games include the car-combat role-playing game Autoduel (1985) and the turn-based strategy game Road War (1986)—Wasteland was groundbreaking because it was the first ever sandbox, post-apocalyptic, role-playing game, and it created many of the foundational narrative themes of the genre
In this paper I evaluate the sixth mass extinction on planet Earth, and its implications for the me...
Videogames often take the form of power fantasies, symptomatizing a societal inclination towards con...
This is a work of video game ekphrasis wherein every poem was written while playing the Fallout vide...
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...
Videogames, whether immersive simulations or abstract puzzlers, impose their own set of internal log...
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...
Fallout is a series of role-playing games set in a prolonged nuclear age that follows the fictional ...
Many popular video games sustain compelling storylines that narrativize scarce resources, promote co...
In this paper, I examine the sense of restlessness and the resultant apocalyptic fantasy in contempo...
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...
The topic of this thesis stems from a desire to better understand the political and ideological dime...
This article takes as its starting point the prevalence of the zombie in video games. I argue that, ...
In this paper I evaluate the sixth mass extinction on planet Earth, and its implications for the me...
Videogames often take the form of power fantasies, symptomatizing a societal inclination towards con...
This is a work of video game ekphrasis wherein every poem was written while playing the Fallout vide...
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...
Videogames, whether immersive simulations or abstract puzzlers, impose their own set of internal log...
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...
Fallout is a series of role-playing games set in a prolonged nuclear age that follows the fictional ...
Many popular video games sustain compelling storylines that narrativize scarce resources, promote co...
In this paper, I examine the sense of restlessness and the resultant apocalyptic fantasy in contempo...
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...
The topic of this thesis stems from a desire to better understand the political and ideological dime...
This article takes as its starting point the prevalence of the zombie in video games. I argue that, ...
In this paper I evaluate the sixth mass extinction on planet Earth, and its implications for the me...
Videogames often take the form of power fantasies, symptomatizing a societal inclination towards con...
This is a work of video game ekphrasis wherein every poem was written while playing the Fallout vide...