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Beschreibung
This anthology of personal essays explore how video games have shaped our lives, our cultural imagination and contemporary storytelling. From novelists and critics to game designers themselves, the writers in this collection ask the question, 'Can video games truly be art?'

From triple-A, big budget blockbusters like Grand Theft Auto or Assassin's Creed, to quiet, meditative Indie games like Journey or Stardew Valley, video games, like all artforms, offer us insight into ourselves and the world around us. They help shape our identities, introduce us to other ways of thinking, new languages, alternate worlds. They can offer us escape.

They can also offer us control. We reach back into the past to try and recapture the feeling of that first playthrough, the feeling of expanse, the feeling of control. Addiction is also touched on in these essays. Video games can become a replacement for a much more dangerous addiction, and the writers tell us candidly how video games helped; wasted hours in virtual worlds, completing tasks that had no bearing on a real world they couldn't quite deal with.

These collected essays explore the good and the bad sides of gaming; how video games are used as a cypher, as a new way of looking at the world, and indeed the impact they have had on the lives of the writers themselves.

Featuring contributions from acclaimed and emerging writers, both Irish and international - including Rob Doyle, John Patrick McHugh, Una-Minh Kavanagh, Brenda Romero, Sheila Armstrong, Roisin Kiberd, and more - this anthology is an exploration of one of the most influential cultural forms of our time.
This anthology of personal essays explore how video games have shaped our lives, our cultural imagination and contemporary storytelling. From novelists and critics to game designers themselves, the writers in this collection ask the question, 'Can video games truly be art?'

From triple-A, big budget blockbusters like Grand Theft Auto or Assassin's Creed, to quiet, meditative Indie games like Journey or Stardew Valley, video games, like all artforms, offer us insight into ourselves and the world around us. They help shape our identities, introduce us to other ways of thinking, new languages, alternate worlds. They can offer us escape.

They can also offer us control. We reach back into the past to try and recapture the feeling of that first playthrough, the feeling of expanse, the feeling of control. Addiction is also touched on in these essays. Video games can become a replacement for a much more dangerous addiction, and the writers tell us candidly how video games helped; wasted hours in virtual worlds, completing tasks that had no bearing on a real world they couldn't quite deal with.

These collected essays explore the good and the bad sides of gaming; how video games are used as a cypher, as a new way of looking at the world, and indeed the impact they have had on the lives of the writers themselves.

Featuring contributions from acclaimed and emerging writers, both Irish and international - including Rob Doyle, John Patrick McHugh, Una-Minh Kavanagh, Brenda Romero, Sheila Armstrong, Roisin Kiberd, and more - this anthology is an exploration of one of the most influential cultural forms of our time.
Über den Autor

Dean Fee is a writer and editor based in Donegal, Ireland. He has been published in The Dublin Review, The Stinging Fly, The Tangerine, and more. In 2021 he was long-listed for the DRF Award. He is the editor of The Pig's Back literary journal.

Details
Erscheinungsjahr: 2026
Genre: Importe, Kunst
Rubrik: Kunst & Musik
Medium: Taschenbuch
ISBN-13: 9781843519768
ISBN-10: 1843519763
Sprache: Englisch
Einband: Kartoniert / Broschiert
Redaktion: Fee, Dean
Hersteller: The Lilliput Press
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 215 x 135 x 15 mm
Von/Mit: Dean Fee
Erscheinungsdatum: 14.07.2026
Gewicht: 0,322 kg
Artikel-ID: 135944709

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