1 option
Death, culture & leisure : playing dead / edited by Matt Coward-Gibbs.
- Format:
- Book
- Language:
- English
- Subjects (All):
- Death in popular culture.
- Play.
- Physical Description:
- 1 online resource (229 pages)
- Edition:
- 1st ed.
- Place of Publication:
- Bingley, England : Emerald Publishing, 2020.
- Summary:
- Death, Culture and Leisure: Playing Deadis an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.
- Contents:
- Intro
- Half Title Page
- Series Page
- Title Page
- Copyright Page
- Contents
- Contributor Biographies
- Foreword
- Acknowledgments
- Introduction: Death ≠ Failure
- Playing with Understandings
- Gaming Encounters in Gothic Environments
- Frolics with Monsters
- Performing Playful Realities
- References
- Part I-Playing with Understandings
- Chapter 1-Nonhuman Games: Playing in the Post-Anthropocene
- Let's Start from the End
- Boys' Tools
- Posthuman Games
- Posthumous Games
- Idle Games
- Delegated Games
- Procedural Games
- Conclusion: Playing the Anthropocene
- Interactions and Sensoria
- Chapter 2-Peaceful in Death: Encountering Death in the Pokémon Universe
- Introduction
- Dying in the Digital World
- Who Rangers Can Not Save
- Approaching Pokédeath
- Life in the Shadow of Pokémon Tower
- Chapter 3-Staying Dead: The Corpse, Burial and Exhumation in Three Contemporary British History Plays
- The Object of Possession
- Victoria
- Temporality
- Common
- Eyam
- Conclusion
- Chapter 4-Death, Playfulness and Picture Books
- A Brief Overview of Books on Death for Children
- Playfulness
- Four Examples of Playfulness in Picture Books
- Lessons in Loss and Death
- Concluding Remarks
- Part 2-Gaming Encounters in Gothic Environments
- Chapter 5-Living and Dying in the City of the Damned: A Close Reading of Mordheim's Gothic Post-Apocalypse
- Welcome to Mordheim: City of the Damned
- Gothic Post-apocalypse
- Life and (Perma)death in Mordheim
- Life
- Death
- Permadeath and Precarity
- References.
- Chapter 6-Prepare to Die: Reconceptualising Death, and the Role of Narrative Engagement in the Dark Souls Series (2011-2018)
- Chapter 7-'He Died a Lot': Gothic Gameplay in What Remains of Edith Finch
- Gaming the Gothic
- Gothic Interpellation
- Compulsions to Repeat
- Mourning and Melancholia
- Going Home
- Part 3-Frolics with Monsters
- Chapter 8-Dead Chatty: The Rise of the Articulate Undead in Popular Culture
- Look Within
- It's Never too Late to Change
- Never Forget
- Chapter 9-The Slender Man: The Internet's Playful Creation of a Monster
- The Slender Man Mythology
- Analysing the Slender Man
- The Digital Self
- Chapter 10-Gameful Interactions: The 'Ludification' of Zombie Fiction
- Introduction: Gamification, Ludification and Convergence Culture
- From Social Anxiety to Gameful Interactions: Playful Zombies?
- Ironic Survival(ist) Horror
- Agency and You: Reader as Player?
- Utility-Oriented Fiction: From App to Book
- Conclusions
- Part 4-Performing Playful Realities
- Chapter 11-The Jovial Aesthetics of the Death-Positivity Movement: Notes on the Appeal of Playfulness in Activism
- Death and Dark Humour
- Fashion and Aesthetics
- The Language of the Merry Rogue
- Chapter 12-Some Games You Just Can't Win: Crowdfunded Memorialisation, Grief and That Dragon, Cancer
- Memorialisation in Digital Gaming Environments
- Crowdfunding Platforms for Game Development
- Mechanisms of Experience.
- Crowdfunded Memorialisation
- Games Should be Fun
- Chapter 13-Suicide, Angst, and Popular Music
- Context
- Durkheim, Suicide, and Popular Music
- Depression and Suicide in the Music Industry
- The Werther Effect
- Concluding Discussion
- Discography
- Index.
- Notes:
- Description based on print version record.
- ISBN:
- 1-83909-037-5
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.