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Wandering Games

List Price: $30.00
SKU:
9780262544245
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  • Product Details

    Author:
    Melissa Kagen
    Format:
    Paperback
    Pages:
    216
    Publisher:
    MIT Press (October 11, 2022)
    Language:
    English
    ISBN-13:
    9780262544245
    ISBN-10:
    0262544245
    Weight:
    12oz
    Dimensions:
    6" x 9" x 0.5"
    File:
    RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260705T122803_156890403-20260705.xml
    Folder:
    RandomHouse
    List Price:
    $30.00
    Case Pack:
    40
    As low as:
    $23.10
    Publisher Identifier:
    P-RH
    Discount Code:
    A
    QuickShip:
    Yes
    Audience:
    General/trade
    Country of Origin:
    United States
    Pub Discount:
    65
    Imprint:
    The MIT Press
  • Overview

    An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death.

    Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest.
     
    Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.