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  • Romance in the Digital Game
      • GET 10% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 145.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        71 557 Ft (68 150 Ft + 5% VAT)
      • Discount 10% (cc. 7 156 Ft off)
      • Discounted price 64 402 Ft (61 335 Ft + 5% VAT)

    71 557 Ft

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    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 30 September 2025

    • ISBN 9781041028147
    • Binding Hardback
    • No. of pages160 pages
    • Size 234x156 mm
    • Weight 453 g
    • Language English
    • Illustrations 1 Illustrations, black & white; 1 Line drawings, black & white; 1 Tables, black & white
    • 700

    Categories

    Short description:

    Book title positions optional romance in the AAA game as a central object of analysis. Based on the close analysis of some of the most commercially and culturally significant games of the last 30 years like Grand Theft Auto IV (2008), the Mass Effect series (2007-2021), and the Elder Scrolls series (1994-2024).


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    Long description:

    In the last decade, the popularity of ‘romance’ in the AAA game has exploded. It has become an expectation for major releases and a regular object of fan obsession. High-profile games such as Baldur’s Gate III (2023), Cyberpunk 2077 (2020) and Starfield (2023) prominently feature in-game romance in their multimillion-dollar promotional campaigns. Moreover, rampant speculation by gaming journalists and fans about who is ‘romanceable’ will regularly accompany the announcement of a new title. However, representations of romance have long been under-examined and vaguely defined by scholars. This leaves important questions unanswered. How does the digital game mediate cultural attitudes towards love and sex? How can we classify representations of romance in the digital game? Does romance simply replicate existing hegemonies surrounding gender and sexuality, or does it offer a space for transgressive play?


    Book title positions optional romance in the AAA game as a central object of analysis. Based on the close analysis of some of the most commercially and culturally significant games of the last 30 years like Grand Theft Auto IV (2008), the Mass Effect series (2007-21) and the Elder Scrolls series (1994-2024), it is the first full-length monograph to effectively and comprehensively categorise how mainstream gaming asks its audience to engage with romance. It interrogates the idiosyncrasies of romance in the popular games to provide fresh insights into messaging surrounding normative social understandings of love, sex and intimacy.


    By theorising four representational categories of romance—Limerent, Physical, Domestic and Ludic—Automatic Love introduces a new theoretical framework for scholars to understand romance, gender and sexuality in gaming.

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    Table of Contents:

    1. Introduction: Is It Love? 2. Why Romance Matters: Understanding Romance as Play 3. Love or Limerence? Interrogating the ‘Epic Love Story’ 4. ‘The Dollhouse Effect’: Domestic Representations of Romance 5. Powering up With Love: Ludic Representations of Romance 6. 'Always up for IT': Physicality and Sex in Video Games 7.  Transgression and Exploration: The Opportunities of Romance 8. Conclusion

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