z-logo
open-access-imgOpen Access
Video Games & the Novel
Author(s) -
Eric Hayot
Publication year - 2021
Publication title -
daedalus
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.34
H-Index - 55
eISSN - 1548-6192
pISSN - 0011-5266
DOI - 10.1162/daed_a_01841
Subject(s) - video game , nothing , individualism , production (economics) , sociology , video game culture , media studies , popular culture , advertising , aesthetics , video game design , political science , multimedia , art , law , game mechanics , business , economics , computer science , epistemology , turns, rounds and time keeping systems in games , philosophy , macroeconomics
In the last sixty years, the video game industry has grown from quite literally nothing to a behemoth larger than the film or television industries. This enormous change in the shape of cultural production has failed to make much of an impact on the study of culture more generally, partly because video games seem so much less culturally important than novels. No one has ever imagined the Great American Video Game. But video games have more in common with novels than you might think, and vice versa. Anyone trying to understand the combination of neoliberal individualism and righteous murderousness that characterizes our world today will do well to pay them some attention.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom