Since its beginnings, Gothic fiction has been interested in exploring and critiquing the representation of femininity, Critics such as Donna Heiland (2004) and Claire Williams (2007) have utilised the Gothic to consider how women are treated in society through an interrogation of themes such as considering how women are treated in society through an interrogation of such themes as the loss of human identity, fracturing of the self, and the construction of women as monstrous or other. Videogames, whilst not specifically a Gothic medium, are well suited to representing Gothic themes and tropes and are particularly suitable conduits through which to consider posthumanism: as technology begins to create intelligent computers and software, the v...
This chapter is an exploration of Giant Sparrow’s acclaimed ‘walking simulator’ What Remains of Edit...
For many commentators autobiographical videogames represent a step towards a more human vision of di...
The Anthropocene, a term popularized by the end of the 20th century to refer to the geological impac...
This essay contextualises and investigates critically the connections between the design of player a...
According to Michael Sean Bolton, the posthuman Gothic involves a fear of internal monsters that won...
With so many games falling into the generic categories of science fiction and horror, and very frequ...
The Gothic, Catherine Spooner asserts has never been solely restricted to books (2007, p. 195), and ...
By locating queerness in gothic media and monstrosity I have created a set of queer gothic design pr...
This thesis investigates the theories of transhumanism and posthumanism, the former dealing with rad...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
This book explores the many ways Gothic literature and media have informed videogame design. Through...
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between av...
This dissertation analyzes gendered death animations in video games and the way games thematize deat...
ideo games as instances of everyday technoculture, operate within the premises of digitality, techno...
This chapter considers the place of digital games as articulations of the posthuman within the conte...
This chapter is an exploration of Giant Sparrow’s acclaimed ‘walking simulator’ What Remains of Edit...
For many commentators autobiographical videogames represent a step towards a more human vision of di...
The Anthropocene, a term popularized by the end of the 20th century to refer to the geological impac...
This essay contextualises and investigates critically the connections between the design of player a...
According to Michael Sean Bolton, the posthuman Gothic involves a fear of internal monsters that won...
With so many games falling into the generic categories of science fiction and horror, and very frequ...
The Gothic, Catherine Spooner asserts has never been solely restricted to books (2007, p. 195), and ...
By locating queerness in gothic media and monstrosity I have created a set of queer gothic design pr...
This thesis investigates the theories of transhumanism and posthumanism, the former dealing with rad...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
This book explores the many ways Gothic literature and media have informed videogame design. Through...
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between av...
This dissertation analyzes gendered death animations in video games and the way games thematize deat...
ideo games as instances of everyday technoculture, operate within the premises of digitality, techno...
This chapter considers the place of digital games as articulations of the posthuman within the conte...
This chapter is an exploration of Giant Sparrow’s acclaimed ‘walking simulator’ What Remains of Edit...
For many commentators autobiographical videogames represent a step towards a more human vision of di...
The Anthropocene, a term popularized by the end of the 20th century to refer to the geological impac...