| 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 |
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| 020 |
_a1351716522 _q(electronic bk.) |
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| 020 |
_a9781351716529 _q(electronic bk.) |
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| 020 |
_a9781315179490 _q(electronic bk.) |
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| 020 |
_a1315179490 _q(electronic bk.) |
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| 020 |
_a9781351716505 _q(electronic bk. ; _qMobipocket) |
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| 020 |
_a1351716506 _q(electronic bk. ; _qMobipocket) |
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| 020 |
_a9781351716512 _q(electronic bk. ; _qEPUB) |
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| 020 |
_a1351716514 _q(electronic bk. ; _qEPUB) |
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| 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. |
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| 300 | _a1 online resource (287 pages) | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 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. |
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| 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 |
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