Advertisement

Remembering to Play/Playing to Remember: Transmedial and Intramedial Memory in Games of Nonviolent Struggle

  • Colin B. Harvey
Chapter
  • 155 Downloads
Part of the Palgrave Macmillan Memory Studies book series (PMMS)

Abstract

For the wider culture, videogames and violence are indelibly linked. The mainstream media frequently constructs videogames as vehicles for the unfettered representation of violent acts, which in turn encourage violent acts and aggression, or at least feed into a wider culture of aggression. Indeed, a number of academic and non-academic commentators have identified a propensity toward violence in terms of the ways in which videogames represent the world, or indeed construct fantasy worlds, and in terms of how game mechanics enable user interaction with these worlds (Holmes, 2002; Ito, 1998).

Keywords

Comic Book Moral Panic Cultural Memory Violent Game Wide Culture 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Bibliography

  1. Aarseth, E. J. (1997) Cybertext: Perspectives on Ergodic Literature (Baltimore: The John Hopkins University Press).Google Scholar
  2. Ackerman, P. and DuVall, J. (2000) A Force More Powerful: A Century of Nonviolent Conflict (New York: St. Martin’s Press).Google Scholar
  3. Allen, G. (2011) Intertextuality (London: Routledge).Google Scholar
  4. Anonymous (2013) Investor Relations: THQ URL: http://investor.thq.com/phoenix.zhtml?c=96376&p=irol-faq#15898 (accessed 12/9/13).
  5. Bakhtin, M. M. (2011) The Dialogic Imagination (Austin: University of Texas).Google Scholar
  6. Barker, M. (1992) A Haunt of Fears: The Strange History of the British Horror Comics Campaign (London: Pluto Press).Google Scholar
  7. Beddows, E. (2012) Buffy the Transmedia Hero in Colloquy, Issue 24 URL: http://artsonline.monash.edu.au/colloquy/download/colloquy_issue_twenty-four_/beddows.pdf (accessed 18/9/13).Google Scholar
  8. Burnham, V. (2001) Supercade: A Visual History of the Videogame Age1971–1984 (Cambridge, MA: MIT Press).Google Scholar
  9. Caillois, R. (2001) Man, Play and Games (University of Illinois Press).Google Scholar
  10. Cohen, S. (2005) Folk Devils and Moral Panics (Third Edition) (London: Routledge).Google Scholar
  11. Dovey, J. and Kennedy, H. W. (2006) Game Cultures: Computer Games as New Media (Maidenhead: Open University Press).Google Scholar
  12. Eskelinen, M. (July 2001) The Gaming Situation in Games Studies at http://www.gamestudies.org/0101/eskelinen/ (accessed 19/11/13).Google Scholar
  13. Goldsmith, T. T. and Mann, E. R. [1947] (2013) Cathode-Ray Tube Amusement Device Patent Application at http://www.pong-story.com/2455992.pdf (accessed 15/8/13).Google Scholar
  14. Grieveson, L. (2004) Policing Cinema: Movies and Censorship in Early Twentieth Century America (Berkeley: University of California Press).Google Scholar
  15. Hamilton, P. (2010) ‘A Long War: Public Memory and the Popular Media’, in S. Radstone and B. Schwarz (eds) Memory: Histories, Theories, Debates (New York: Fordham University Press).Google Scholar
  16. Harvey, C. B. (2012) ’Crossmedia Cross-Stitch: Spinoff Stories as Transmedial and Intramedial Suture’, in C. A. Scolari and I. Ibruk (eds.) Crossmedia Innovations: Texts, Markets, Institutions (Oxford: Peter Lang), pp. 61–75.Google Scholar
  17. Holmes, T. (2002) ‘Art Games and Breakout: New Media Meets the American Arcade’, in Frans Mäyrä (ed.) Computer Games and Digital Cultures Conference Proceedings (Tampere: University of Tampere Press), pp. 129–140.Google Scholar
  18. Ito, Mizuko (1998) ‘Making Sense of SimCity™ in the Fifth Dimension’, in R. Davis-Floyd and J. Dumit (eds) Cyborg Babies: From Techno-Sex to Techno-Tots (London: Routledge).Google Scholar
  19. Kent, S. L. (2001) The Ultimate History of Video Games (New York: Three Rivers Press).Google Scholar
  20. Kline, Stephen, Dyer-Witheford, Nick and De Peuter, Greig (2003) Digital Play: The Interaction of Technology, Culture and Marketing (Québec: McGill-Queen’s University Press).Google Scholar
  21. Korris, J. (2004) ‘Full Spectrum Warrior: How the Institute for Creative Technologies Built A Cognitive Training Tool for the Xbox’, in Proceedings of the 24th Army Science Conference at http://ict.usc.edu/pubs/FULL%20SPECTRUM% 20WARRIOR-%20HOW%20THE%20INSTITUTE%20FOR%20CREATIVE%20 TECHNOLOGIES%20BUILT%20A%20COGNITIVE%20TRAINING%20 TOOL%20FOR%20THE%20XBOX.pdf (accessed 15/8/13).Google Scholar
  22. Kristeva, J. (1984) Desire in Language: A Semiotic Approach in Literature and Art (Oxford: Basil Blackwell).Google Scholar
  23. Kücklich, J. (2002) The Road Less Traveled — The Case for Computer Game Philology URL: http://www.playability.de/en/txt/cgpabs.html (accessed 15/8/08).Google Scholar
  24. Moulthrop, S. (2004) ‘From Work to Play’, in Noah Wardrip-Fruin and Pat Harrigan (eds.) First Person: New Media as Story, Performance, Game (Massachusetts: MIT Press).Google Scholar
  25. Newman, J. (2004) Videogames (London: Routledge).Google Scholar
  26. Nielsen, E. T., Simon, H. S., Jonas, Tosca., Susana, P. Pajares (2008) Understanding Video Games: The Essential Introduction (London: Routledge).Google Scholar
  27. Rajewsky, I. O. (2005) ‘Intermediality, Intertextuality, and Remediation: A Literary Perspective on Intermediality’, Intermedialities 6, 43–64.CrossRefGoogle Scholar
  28. Rose, S. (2003) The Making of Memory: From Molecules to Mind (London: Vintage).Google Scholar
  29. Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals (Boston: MIT Press).Google Scholar
  30. Springhall, J. (1999) Youth, Popular Culture and Moral Panics (London: Palgrave).Google Scholar
  31. Thompson, K. (1998) Moral Panics (London: Routledge).Google Scholar
  32. Turkle, S. (1984) The Second Self: Computers and the Human Spirit (New York: Simon and Schuster).Google Scholar
  33. Various Authors (1997, 1998, 2009, 2011) Resident Evil comic (New York: Marvel/ Wildstorm).Google Scholar

Gameography

  1. Blizzard Entertainment: World of Warcraft. Blizzard Entertainment 2004/2005/2011.Google Scholar
  2. DeMar, Larry and Jarvis, Eugene: Defender. Williams Electronics 1980.Google Scholar
  3. DeMar, Larry and Jarvis, Eugene: Robotron2084. Williams Electronics 1982.Google Scholar
  4. DMA/Rockstar North/Leeds/Toronto/Lincoln: Grand Theft Auto series. Rockstar Games 1996—Present.Google Scholar
  5. Eurocom: Buffy the Vampire Slayer: Chaos Bleeds. Vivendi Universal Games/Fox Interactive 2003.Google Scholar
  6. Fenton, Jamie: Gorf. Midway 1981.Google Scholar
  7. Griptonite Games/Amaze Entertainment: Pirates of the Caribbean: Dead Man’s Chest. Buena Vista Games 2006.Google Scholar
  8. Impact Games: Peacemaker. 2007.Google Scholar
  9. IO Interactive: Hitman series. Eidos Interactive/Square Enix 2000–2012.Google Scholar
  10. Iwatani, Tōru: Pacman. Namco 1980.Google Scholar
  11. newsgaming.com: Madrid. 2004.Google Scholar
  12. newsgaming.com: September 12th. 2003.Google Scholar
  13. Nishikado, Tomohiro: Space Invaders. Midway 1978.Google Scholar
  14. Nuclear Monkey Software: Narbacular Drop. Digipen Institute of Technology 2005.Google Scholar
  15. Pandemic Studios/Mass Media Inc: Full Spectrum Warrior. THQ 2004.Google Scholar
  16. Parallax Software/Interplay Productions/G1M2: Descent. Interplay Productions/Mac Play/Soft Bank 1995/1996.Google Scholar
  17. Sega: Zaxxon. Sega 1982.Google Scholar
  18. Shiny Entertainment: Enter the Matrix. Atari/Bandai 2003.Google Scholar
  19. Snowblind Studios: The Lord of the Rings: The War in the North. Warner Bros Interactive Entertainment/Feral Interactive 2011.Google Scholar
  20. Theurer, Dave: Tempest. Atari 1981.Google Scholar
  21. Westwood Studios/EA Los Angeles/Victory Games/EA Phenomic: Command & Conquer series. Electronic Arts 1995–2012.Google Scholar
  22. KnowWonder/Argonaut/Warhog/Griptonite/Eurocom/Aspyr: Harry Potter and the Sorcerer’s Stone. 2001/2003.Google Scholar
  23. Warshaw, Howard Scott: Raiders of the Lost Ark. Atari 1982.Google Scholar
  24. York-Zimmerman Inc: People Power: The Game of Civil Resistance. 2010.Google Scholar

Copyright information

© Colin B. Harvey 2015

Authors and Affiliations

  • Colin B. Harvey

There are no affiliations available

Personalised recommendations