Tag: videogames
Attempting to Wrangle Video Game Genre Adaptation
When used in relation to video games, the term “genre” primarily functions as a descriptor of the types of interactive play present in the text—e.g. role-playing, shooting, driving, etc. Games’ systems of interaction often become the main identifiers by which they get categorized. While a plethora of genres defined by narrative and theme are represented
Lakitu and Leaning In: What a Video Game Can Teach Us about Introduction
I am deciding to end this series on interesting introductions with video games for a couple of reasons, the most pressing of which is that I wanted an excuse to write about Super Mario 64. Released for the Nintendo 64 in 1996, Super Mario 64 is not the first game I played, nor is it
Touching an “Authentic” Swastika
[7 minute read] CW: Nazism, Neo-Nazism, Swastikas I’m currently writing this blog post from a hotel room in Durham, N.C. I’m here over Spring Break to do some archival research at the Rubenstein Rare Book and Manuscript Library. The Abraham Joshua Heschel Papers live here, and it is an overwhelming and expansive collection. The collection guide
The Eco-Zombie: Using Biology to Imagine Zombies Beyond the Human
[10 minute read] In this month’s posts on Metathesis, I have discussed the metaphorical uses of contagious disease and examined the figure of the zombie in some popular late twentieth and twenty-first-century texts. In my final post of the month, I would like to turn to a unique sub-genre of the zombie narrative that unsettles the
Know Your Zombie: Understanding the Living Dead
[7 minute read] Last week I discussed the use of contagion and metaphor, and mentioned how zombies can serve as “vehicles” for the metaphor of contagious disease. This week I continue my discussion of zombies, but before diving in, I want to draw a distinction between the two major representations of zombies in popular culture: what
Clark’s
I’m at a local beer place. They have three dozen beers on draft and a menu that consists of roast beef, roast turkey, pickled eggs, and maybe sometimes beef stew. I am tired, I am breaking my alcohol fast, and I am trying to revise a shitty document into something less shitty so that when
The Rhythms of Limitation: Learning about Self-Care in “Stardew Valley”
It’s six in the morning, on the dot, and Pabu wakes like a cuckoo, leaping out of bed, suspenders already clipped on, to face the day. It’s windy outside. Leaves of orange, red, and yellow are dense in the air and Pabu makes his way from his modest front porch to the neighboring coop, almost
Sharing Space: “Proteus” and the Personal
It seems like academia (or any professional forum, for that matter) encourages us to keep our feelings out of things. I can’t tell you how many times I’ve crossed out passages of student essays this month for being “off topic” or “too praisy,” for bringing in “irrelevant” value judgments on the film they’re writing about.
Appreciating Space: “Minecraft” and Empowerment
For the last two summers, I’ve worked as an instructor for the University of Alaska Anchorage’s Kid College program, which is basically a mix between a summer camp and course series about technology for kids aged 9-14. Most of the classes I taught were about game design, and the most popular courses by far were
A Ghost in the Machine: The Specter of Literature in EA’s Middle-Earth: The Shadow of Mordor
One of the most compelling aspects of studying literature is uncovering the ways society and popular media adapt, adopt, reboot, and reimagine classic literary texts and genres into “new” (and more marketable) media forms—for better or for worse. One of my favorite trans-media adaptations of the last few years has been Electronic Art’s 2014 videogame
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