Victorians and Videogames
Series: Among the Victorians and Modernists;
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Product details:
- Edition number 1
- Publisher Routledge
- Date of Publication 29 October 2025
- ISBN 9781032804835
- Binding Hardback
- No. of pages278 pages
- Size 229x152 mm
- Weight 670 g
- Language English
- Illustrations 5 Illustrations, black & white; 5 Halftones, black & white 699
Categories
Short description:
Victorians and Videogames will examine how games interact with 19th Century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts.
MoreLong description:
Victorians and Videogames will examine how games interact with nineteenth-century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts. In essence, this collection will consider the ways in which embodied, user-driven storytelling can impact new and challenging engagements with the nineteenth century in the contemporary world. This book contains four categories that summarize major trends in nineteenth-century-oriented games. The first section, “Ludic and Narrative Intertextuality,” examines games that directly adapt nineteenth-century texts, considering how ludic and literary elements work together to produce new commentary on the original texts. Second, “Genre and Character (re)Creation,” will examine games that are more thematically engaged with the nineteenth century. Third, “Navigation, Colonization, and Exploration” examines the ways in which players move and interact with game environments, and how game design itself can often evoke social systems, or the politics of imperialist conquest. Finally, “Science, Systems, and Technologies” will examine how contemporary games engage with nineteenth-century innovations (both good and bad) in science and technology. In this way, the sections begin with more explicit nineteenth-century engagements and build to more theoretical and subtextual ones.
MoreTable of Contents:
Victorians and Videogames: Literary and Thematic Representations of the Nineteenth Century in Virtual Play
PART 1: Ludic and Narrative Intertextuality
1 Powerful Innocence: George MacDonald’s Legacy in The Legend of Zelda: Ocarina of Time
Heather L.N. Hess
2 Silence by (Game) Design: Shapeshifting and Assimilation in "The Little Mermaid" and the Wolf Among Us
Lin Young
3 Futurity and the Death Drive in The Picture of Dorian Gray (1891) and Dragon Age: Inquisition (2014)
Ian M. Clark And Jesse Gauthier
4 Race, Gender, and Reparative Revisions in Lauren Woolbright and Marie Jarrell’s Videogame Sequel Blood of the Vampire (2018)
Felipe Espinoza Garrido
PART 2: Genre and Character (re)Creation
5 "Her Beauty Was Blinding": Amnesia: Justine as Sensation Fiction
Zoe Antoinette Eddy
6 Do‑It‑Yourself Arcadia: The Pastoral, William Morris, and Stardew Valley
Shannon Payne
7 London Detective Mysteria: A Case Study on the Limitations and Potentials of the Otome Detective in Japanese Neo‑Victorian Video Games
Mimi Okabe
8 Queering the Neo‑Victorian Video Game: Intrigues at the Boarding School
Rachel M. Friars
PART 3: Navigation, Colonization, Exploration
9 80 Days, 80 Plays: Curious Failure as Antidote to Empire in Verne and inkle Studio’s 80 Days
Holly Wiegand
10 "A Hunger Draws the Desperate Here": The Virtual Return of Franklin’s Lost Expedition
Travis Hay
11 Autistic Masking in Wuthering Heights and Little Nightmares II
Brooke Cameron
12 "I Caught a Frog! or It’s a New Neighbor . . . and I Have Some Apologizing To Do": Victorian Species in Animal Crossing: New Horizons
Kelsey G. Quinn
PART 4: Science, Systems, Technologies
13 Fragments of Time, Technological Ghosts, and Gothic Narratives in Horizon Zero Dawn
David A. Smith
14 Blood and Blackness in FromSoftware’s Bloodborne: Toward a Theory of Racial Recursivity
Austin Anderson
15 Dangerous Collection: The Decolonization of Victorian Botany in Strange Horticulture
Jennifer Minnen And Melissa Kagen
16 Lies of P: Victorian Posthuman and Metamorphic Bodies
Francesca Arnavas And Mattia Bellini
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