Gamer Nation : Video Games and American Culture
معرفی کتاب «Gamer Nation : Video Games and American Culture» نوشتهٔ John Wills; ProQuest (Firm)، منتشرشده توسط نشر Johns Hopkins University Press Project MUSE در سال 2019. این کتاب در 2 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units.
In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges.
Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.
Cover Half Title Title Copyright Contents Acknowledgments Introduction. A New Realm of Play 1 Games and New Frontiers 2 Playing Cowboys and Indians in the Digital Wild West 3 Cold War Gaming 4 9/11 Code 5 Fighting the Virtual War on Terror 6 Grand Theft Los Angeles 7 Second Life, Second America Conclusion. Converging Worlds Notes References Index A B C D E F G H I J K L M N O P Q R S T U V W X Y Z "This book takes a cultural studies approach to analyzing video games for young players. It considers not only how games reflect myths in American culture but also how they propagate those myths through their design, imagery, and scenarios of violence"-- Provided by publisher