This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.
Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it.
This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.
Payez facilement par carte, Klarna, Apple Pay ou Google Pay. Pas satisfait ? Vous avez toujours une garantie de remboursement de 14 jours. En savoir plus dans nos conditions. Si vous avez des questions, envoyez-nous un e-mail à hello@memmo.org.
Memmo facilite tes études, où que tu sois dans le monde. On rassemble tes manuels de cours et des outils d'étude intelligents au même endroit : résumés, quiz, podcasts et flashcards. Et il y a Ted, ton compagnon d'étude qui répond à toutes tes questions. Plus de 50 000 étudiants étudient déjà ici – conçu pour t'aider à apprendre plus vite et à moins stresser.