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Perspectives on the European videogame / edited by Víctor Navarro-Remesal and Óliver Pérez-Latorre.

De Gruyter DG Plus PP Package 2021 Part 2 Available online

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Ebook Central University Press Available online

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Format:
Book
Contributor:
Navarro-Remesal, Víctor, editor.
Pérez Latorre, Óliver, editor.
Series:
Games and play (Amsterdam, Netherlands)
Games and play in contemporary culture and society
Language:
English
Subjects (All):
Video games--Europe.
Video games.
Video games industry--Europe.
Video games industry.
Physical Description:
1 online resource (235 pages) : digital, PDF file(s).
Edition:
First edition.
Place of Publication:
Amsterdam : Amsterdam University Press, 2022.
Summary:
The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as <i>Grand Theft Auto</i>, <i>Tomb Raider</i> and <i>Alone in the Dark</i> were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.
Contents:
Frontmatter
Table of Contents
Prologue
Introduction
Part I National Stories
1. National Games: Spanish Games of the 1980s
2. From Le Vampire Fou to Billy la Banlieue : Genre, Influences and Social Commentary in 1980s French Videogames
3. Finnish Fuck Games: A Lost Historical Footnote
4. Adopting an Orphaned Platform : The Second Life of the Sharp MZ-800 in Czechoslovakia
5. Cuthbert Goes Cloning : Ports, Platforms, and the Dragon 32 Microcomputer
Part II Transnational Approaches
6. Masterpiece! Auteurism and European Videogames
7. Playing European Comic Books : The Videogame Adaptations of Astérix and Tintin, 1993–1997
8. Existential Ludology and Peter Wessel Zapffe
9. Europe Simulates Europe : How European Analogue Games Frame their Own Identity
10. Naturalist Tendency in European Narrative Games
Conclusions (for now)
Index
Notes:
Title from publisher's bibliographic system (viewed on 16 Dec 2021).
ISBN:
1-003-70128-0
90-485-6185-X
90-485-5062-9
9781003701286
OCLC:
1287138119

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