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  • Victorians and Videogames

    Victorians and Videogames by Young, Lin; Cameron, Brooke;

    Series: Among the Victorians and Modernists;

      • GET 20% OFF

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      • 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.

        69 273 Ft (65 975 Ft + 5% VAT)
      • Discount 20% (cc. 13 855 Ft off)
      • Discounted price 55 419 Ft (52 780 Ft + 5% VAT)

    69 273 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    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. 

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    Long 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.

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    Table 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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