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Open World Empire: Race, Erotics, and the Global Rise of Video Games PDF

361 Pages·2020·17.809 MB·English
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Open World Empire POSTMILLENNIAL POP General Editors: Karen Tongson and Henry Jenkins Puro Arte: Filipinos on the Stages of Empire Antisocial Media: Anxious Labor in the Lucy Mae San Pablo Burns Digital Economy Greg Goldberg Spreadable Media: Creating Value and Meaning in a Networked Culture Open TV: Innovation beyond Hollywood Henry Jenkins, Sam Ford, and and the Rise of Web Television Joshua Green Aymar Jean Christian Media Franchising: Creative License and More Than Meets the Eye: Special Effects Collaboration in the Culture Industries and the Fantastic Transmedia Franchise Derek Johnson Bob Rehak Your Ad Here: The Cool Sell of Playing to the Crowd: Musicians, Guerrilla Marketing Audiences, and the Intimate Work Michael Serazio of Connection Nancy K. Baym Looking for Leroy: Illegible Black Masculinities Old Futures: Speculative Fiction and Mark Anthony Neal Queer Possibility Alexis Lothian From Bombay to Bollywood: The Making of a Global Media Industry Anti- Fandom: Dislike and Hate in the Aswin Punathambekar Digital Age Edited by Melissa A. Click A Race So Different: Performance and Law in Asian America Social Media Entertainment: Joshua Takano Chambers- Letson The New Intersection of Hollywood and Silicon Valley Surveillance Cinema Stuart Cunningham and David Craig By Catherine Zimmer Video Games Have Always Been Queer Modernity’s Ear: Listening to Race and Bonnie Ruberg Gender in World Music Roshanak Kheshti The Power of Sports: Media and Spectacle in American Culture The New Mutants: Superheroes and the Michael Serazio Radical Imagination of American Comics Ramzi Fawaz The Dark Fantastic: Race and the Imagination from Harry Potter to the Restricted Access: Media, Disability, and Hunger Games the Politics of Participation Ebony Elizabeth Thomas Elizabeth Ellcessor The Race Card: From Gaming Technologies The Sonic Color Line: Race and the to Model Minorities Cultural Politics of Listening Tara Fickle Jennifer Lynn Stoever Open World Empire: Race, Erotics, and the Diversión: Play and Popular Culture in Global Rise of Video Games Cuban America Christopher B. Patterson Albert Sergio Laguna Open World Empire Race, Erotics, and the Global Rise of Video Games Christopher B. Patterson NEW YORK UNIVERSITY PRESS New York NEW YORK UNIVERSITY PRESS New York www.nyupress.org © 2020 by New York University All rights reserved References to internet websites (URLs) were accurate at the time of writing. Neither the author nor New York University Press is responsible for URLs that may have expired or changed since the manuscript was prepared. Library of Congress Cataloging-in-Publication Data Names: Patterson, Christopher B., author. Title: Open world empire : race, erotics, and the global rise of video games / Christopher B. Patterson. Description: New York : New York University Press, [2020] | Series: Postmillennial pop | Includes bibliographical references and index. | Identifiers: LCCN 2019030785 | ISBN 9781479802043 (cloth) | ISBN 9781479895908 (paperback) | ISBN 9781479886029 (ebook) | ISBN 9781479886364 (ebook) Subjects: LCSH: Video games—Social aspects. | Video games—Political aspects. Classification: LCC GV1469.34.S52 P375 2020 | DDC 794.8—dc23 LC record available at https://lccn.loc.gov/2019030785 New York University Press books are printed on acid- free paper, and their binding materials are chosen for strength and durability. We strive to use environmentally responsible suppli- ers and materials to the greatest extent possible in publishing our books. Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 Also available as an ebook For Y- Dang and Kai In loving memory of Donald Goellnicht, who played and slipped away. Contents List of Figures ix Introduction: Touching Empire, Playing Theory 1 Part I. Asiatic 1. Global Game: Race \ Play / Intimacy 37 2. Ludophile: Author \ Auteur / Asian 77 3. Ars Erotica: Utopia \ Aphrodisia / Role Play 112 [Pause] 150 Part II. Erotics 4. Posture: Plunge \ Dread / Vulnerability 157 5. Loop: Violence \ Pleasure / Far Cry 194 6. E- motion: Transpacific \ Virtual / Blur 232 Coda 271 Acknowledgments 273 Notes 277 References 309 Index 331 About the Author 349 List of Figures I.1. A set of doors in The Stanley Parable. 5 I.2. Jill proving herself to the Queen in Mighty Jill Off. 12 1.1. Overwatch’s character selection screen. 66 1.2. Overwatch’s in- game textbox chats. 73 2.1. Shenmue II: Ryo in Hong Kong. 94 2.2. ScottishDuck17 bows before Shenmue and Shenmue II. 95 2.3. Call of Duty: Modern Warfare 2. Alavi’s “No Russian” level. 108 2.4. Call of Duty 4: Modern Warfare. Credit sequence in an unnamed country (Saudi Arabia). 110 3.1. The dialogue wheel in Mass Effect (Wrex and Shepard). 129 4.1. Black Mirror’s “Men Against Fire.” Stripe stabs a roach with MASS activated. 167 4.2. Black Mirror’s “Men Against Fire.” The same roach seen without MASS. 167 4.3. Haze. Massacred civilians with Nectar activated. 172 4.4. Haze. Massacred civilians without Nectar activated. 172 4.5. Centipede “Arcade Girl” in plunge position. Electronic Games magazine, 1982. 176 5.1. Far Cry 4. Selfie with Ajay Ghale and Pagan Min. 195 5.2. Far Cry 4. Hang glider near rebel village. 196 5.3. Far Cry. Jack Carver. 216 5.4. Far Cry 2. Using the in- game map while driving. 229 6.1. Book jacket for Transpacific Studies: Framing an Emerging Field. 239 6.2. “Guam: Pacific hub to Asia” by Craig Santos Perez. 242 ix

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