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Matthew Spokes - Gaming and the Virtual Sublime: Rhetoric, awe, fear, and death in contemporary video games

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Matthew Spokes Gaming and the Virtual Sublime: Rhetoric, awe, fear, and death in contemporary video games
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Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the virtual sublime as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotards unpresentable event and Deleuzes work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.

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Gaming and the Virtual Sublime

Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games

MATTHEW SPOKES

York St. John University, UK

United Kingdom North America Japan India Malaysia China Emerald Publishing - photo 1

United Kingdom North America Japan India Malaysia China

Emerald Publishing Limited
Howard House, Wagon Lane, Bingley BD16 1WA, UK

First edition 2020

2020 Matthew Spokes.
Published under an exclusive license by Emerald Publishing Limited.

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No part of this book may be reproduced, stored in a retrieval system, transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise without either the prior written permission of the publisher or a licence permitting restricted copying issued in the UK by The Copyright Licensing Agency and in the USA by The Copyright Clearance Center. Any opinions expressed in the chapters are those of the authors. Whilst Emerald makes every effort to ensure the quality and accuracy of its content, Emerald makes no representation implied or otherwise, as to the chapters suitability and application and disclaims any warranties, express or implied, to their use.

British Library Cataloguing in Publication Data
A catalogue record for this book is available from the British Library

ISBN: 978-1-83867-432-8 (Print)
ISBN: 978-1-83867-431-1 (Online)
ISBN: 978-1-83867-433-5 (Epub)

Contents Abbreviations ACOr Assassins Creed Origins - photo 2

Contents
Abbreviations

AC:Or Assassins Creed: Origins

E:D Elite Dangerous

FANF Five Nights at Freddys

GOW God of War

GTA V Grand Theft Auto V

Odyssey Assassins Creed: Odyssey

PoP:SoT Prince of Persia: Sands of Time

RDO Red Dead Online

RDR2 Red Dead Redemption 2

Sekiro Sekiro: Shadows Die Twice

SH2 Silent Hill 2

SMG Super Mario Galaxy

TDC That Dragon, Cancer

Isaac The Binding of Isaac

TWD The Walking Dead

W3:WH The Witcher 3: The Wild Hunt

NPC Non-player character (an in-game character who is other to your avatar and controlled by the game)

Author Biography

Dr. Matthew Spokesis an Associate Dean for Sociology and Criminology at York St. John University. He has published a number of pieces on video games, including work on structural violence, pro-social behaviour, procedural rhetoric, methodological approaches, and narrative architecture and mortality.

His previous book was Death, Memorialization and Deviant Spaces(Spokes, Denham and Lehmann), published as part of Emerald Death and Culture series.

Acknowledgments

My thanks go to a number of colleagues who have supported me with ideas and advice during the writing of this book, including Dr Jack Denham, Dr David Hill, Dr Adam Formby, Professor David Beer and Dr Steven Hirschler (who all chipped in on matters sublime and ludological) and Dr Rosie Smith (who listened to me grumble).

Even more substantive thanks go to my wife and my amazing daughter, both of whom put up with far too many disrupted evenings and weekends.

Chapter 1
Introduction: What are Games for?
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