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Gamers and Gorehounds
Gamers and Gorehounds
83,15
92,39 €
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Revision with unchanged content. Over the past decades, the horror genre has depicted terror coming from vari-ous sources. Even a video game console can serve as a potential source of antagonism. Video games allow players the opportunity to essentially be-come another person in another world. As this technology continues to im-prove, the line between reality and fiction continues to blur. The first part of this work looks at horror films from 1990-1999 that focus on video game re-presentation.…
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Gamers and Gorehounds (e-book) (used book) | Timothy Alley | bookbook.eu

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Revision with unchanged content. Over the past decades, the horror genre has depicted terror coming from vari-ous sources. Even a video game console can serve as a potential source of antagonism. Video games allow players the opportunity to essentially be-come another person in another world. As this technology continues to im-prove, the line between reality and fiction continues to blur. The first part of this work looks at horror films from 1990-1999 that focus on video game re-presentation. These are storylines that only portray video game technology as the villain as opposed to a beneficial asset to society. The second part of this thesis will focus on films from 2002-2005, all of which are video game adaptations. There is a distinct shift in the content of video game horror films at the start of the new millennium where video game technology is no longer portrayed as an antagonist, but as legitimate source material. This book is addressed to professionals in the academic circle of film studies or digital games theory. However, it is also written with every horror fan in mind who wishes to take a trip down memory lane.

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  • Author: Timothy Alley
  • Publisher:
  • ISBN-10: 3639385160
  • ISBN-13: 9783639385168
  • Format: 15.2 x 22.9 x 0.5 cm, minkšti viršeliai
  • Language: English English

Revision with unchanged content. Over the past decades, the horror genre has depicted terror coming from vari-ous sources. Even a video game console can serve as a potential source of antagonism. Video games allow players the opportunity to essentially be-come another person in another world. As this technology continues to im-prove, the line between reality and fiction continues to blur. The first part of this work looks at horror films from 1990-1999 that focus on video game re-presentation. These are storylines that only portray video game technology as the villain as opposed to a beneficial asset to society. The second part of this thesis will focus on films from 2002-2005, all of which are video game adaptations. There is a distinct shift in the content of video game horror films at the start of the new millennium where video game technology is no longer portrayed as an antagonist, but as legitimate source material. This book is addressed to professionals in the academic circle of film studies or digital games theory. However, it is also written with every horror fan in mind who wishes to take a trip down memory lane.

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