Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies – concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively – highlight different figurations of "playing American." Thematic foci range from public disco...
This thesis has two immediate, complementary purposes. Firstly, it studies the way that controversia...
The 1990s witnessed a rapid and unprecedented growth in technology. People watched more television a...
This research explores the ways different people experience the racial content of video games. Build...
Video games have moved, possibly surpassing even movies, into a central role in American popular cul...
In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's W...
This research report sketches one of our current projects - a textbook which approaches America (an ...
The topic of this thesis stems from a desire to better understand the political and ideological dime...
Video games are becoming culturally dominant. But what does their popularity say about our contempor...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningThe chapter address...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
This study analyses mechanisms through which Cold War themed video games played from an American per...
This dissertation explores the video game experience through extensive ethnographic research conduct...
Within the cultural imaginary of video games, armed conflicts have always occupied a central space. ...
In both popular and historiographical discussions of the nineteenth- and twentieth-century American ...
This thesis has two immediate, complementary purposes. Firstly, it studies the way that controversia...
The 1990s witnessed a rapid and unprecedented growth in technology. People watched more television a...
This research explores the ways different people experience the racial content of video games. Build...
Video games have moved, possibly surpassing even movies, into a central role in American popular cul...
In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's W...
This research report sketches one of our current projects - a textbook which approaches America (an ...
The topic of this thesis stems from a desire to better understand the political and ideological dime...
Video games are becoming culturally dominant. But what does their popularity say about our contempor...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningThe chapter address...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
This study analyses mechanisms through which Cold War themed video games played from an American per...
This dissertation explores the video game experience through extensive ethnographic research conduct...
Within the cultural imaginary of video games, armed conflicts have always occupied a central space. ...
In both popular and historiographical discussions of the nineteenth- and twentieth-century American ...
This thesis has two immediate, complementary purposes. Firstly, it studies the way that controversia...
The 1990s witnessed a rapid and unprecedented growth in technology. People watched more television a...
This research explores the ways different people experience the racial content of video games. Build...