000 03395cam a2200565Ki 4500
001 9781315179490
003 FlBoTFG
005 20220509193008.0
006 m o d
007 cr cnu---unuuu
008 190720s2020 nyu ob 000 0 eng d
040 _aOCoLC-P
_beng
_epn
_cOCoLC-P
020 _a1351716522
_q(electronic bk.)
020 _a9781351716529
_q(electronic bk.)
020 _a9781315179490
_q(electronic bk.)
020 _a1315179490
_q(electronic bk.)
020 _a9781351716505
_q(electronic bk. ;
_qMobipocket)
020 _a1351716506
_q(electronic bk. ;
_qMobipocket)
020 _a9781351716512
_q(electronic bk. ;
_qEPUB)
020 _a1351716514
_q(electronic bk. ;
_qEPUB)
035 _a(OCoLC)1109787431
035 _a(OCoLC-P)1109787431
050 4 _aGV1469.34.P79
072 7 _aSOC
_x052000
_2bisacsh
072 7 _aGAM
_x013000
_2bisacsh
072 7 _aSOC
_x022000
_2bisacsh
072 7 _aJFD
_2bicssc
082 0 4 _a794.8
_223
245 0 4 _aThe playful undead and video games :
_bcritical analyses of zombies and gameplay /
_cedited by Stephen J. Webley and Peter Zackariasson.
260 _aNew York, NY :
_bRoutledge,
_c2020.
300 _a1 online resource (287 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aRoutledge advances in game studies
520 _a"This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal - that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop - the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man's relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology"--
_cProvided by publisher.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aVideo games
_xPsychological aspects.
650 0 _aVideo games
_xPsychological aspects
_vCase studies.
650 0 _aZombies in popular culture.
650 0 _aZombies in popular culture
_vCase studies.
650 0 _aZombies in mass media.
650 0 _aZombies in mass media
_vCase studies.
650 7 _aSOCIAL SCIENCE
_xMedia Studies.
_2bisacsh
650 7 _aGAMES
_xVideo & Electronic.
_2bisacsh
650 7 _aSOCIAL SCIENCE
_xPopular Culture.
_2bisacsh
700 1 _aWebley, Stephen J.
700 1 _aZackariasson, Peter,
_d1972-
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/e/9781315179490
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
999 _c127918
_d127918