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    Videogames and Metareference: Mapping the Margins of an Interdisciplinary Field

    Videogames and Metareference by Krampe, Theresa; Thon, Jan-Noël;

    Mapping the Margins of an Interdisciplinary Field

    Series: Routledge Advances in Game Studies;

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    73 384 Ft

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    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 11 June 2025

    • ISBN 9781032882949
    • Binding Hardback
    • No. of pages288 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 55 Illustrations, black & white; 55 Halftones, black & white
    • 700

    Categories

    Short description:

    This book is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective. It will appeal to game studies, game design, literary studies, media studies, popular culture studies, and digital culture studies.

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    Long description:

    Videogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective.


     


    Bringing together a group of distinguished scholars from various geographic and disciplinary backgrounds, the book combines in-depth theoretical reflection with a diverse selection of case studies in order to explore how metareference manifests itself in and around a broad range of videogames (from indie to AAA), while also asking what cultural work the videogames in question accomplish in the process. The carefully curated chapters not only provide much-needed expansions and revisions of a concept that was at least initially derived mainly from literary studies but also cover a broad range of videogame genres, discuss the evolution of metareference across videogame history as well as the functions it fulfils in different sociocultural contexts, and scrutinize metareferential elements and examples that have hitherto received little attention.


     


    This book with its interdisciplinary scope will appeal to scholars and students within game studies and game design as well as, more broadly, scholars and students within literary studies, media studies, popular culture studies, and digital culture studies.

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    Table of Contents:

    1. Videogames and Metareference: Introduction


    2. Metareferentiality as an Indicator of Procedural Poetics


    3. Orders of Anti-Illusion: An Analytical Framework for Metareference from a Semiotic Perspective


    4. Not Salient Enough? Videogame-Specific Marker Failure of Implicit Metareference in Far Cry 2 and Far Cry 3


    5. No Longer Safe Before the Screen? Game-Transcending Metareference in Indie Horror Games


    6. When Metareference Is the Gameplay: Examining the Multidimensional Layers of Daniel Mullins?s Inscryption


    7. Metareference and Posthuman Subjectivity in Videogames


    8. The Visual Metalepsis as a Palimpsest in Alan Wake 2 and Layers of Fear 2


    9. Reading (in) Games: Constructing Meaning through Intradiegetic Metareferences to Text


    10. ?The Name of the Reader?: Constructing the Bookish Player in Pentiment


    11. Metareference in Comics Games


    12. Postdigital Aesthetics in Recent Indie Games


     


    Index

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