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Palgrave Macmillan
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The Wealth of Virtual Nations

Videogame Currencies

  • Book
  • © 2017

Overview

  • Offers a unique history of videogame narratives with a novel focus on the role and functions of wealth
  • Pays careful attention to the related, incremental transformations of wealth in videogames that have emerged over time, and to how these changes have echoed major cultural developments in the American scene during the millennial period
  • Establishes new paths for considering American culture’s endless fascination with wealth with examples drawn from videogames

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Table of contents (6 chapters)

Keywords

About this book

This book considers representations of wealth and the wealthy in videogames. The introduction explores the estrangement of wealth from everyday life in the contemporary west, and argues that videogames have contributed to modern life by dramatizing the economic anxieties of our age — in particular, those anxieties that relate to the Global Great Recession. A review of historical titles reveals that such and related efforts draw in significant ways from the literary tradition of sentimental romance, where wealth and the wealthy have long been associated with notions of the underworld or hell. The relevance of this tradition to contemporary titles is explored through a careful analysis of romantic themes and concerns with significance to acts of exchange. The Wealth of Virtual Nations will appeal to students with an interest in narrative theory, game design, literature, economics, and the humanities. It will also be of interest to the videogame industry.

Reviews

“Crowley’s compelling and distinctly literary analysis of acquisition, mystification, and myth during a time of crisis is a must read for anyone interested in the intersection of video games and capital.” (Judd Ruggill, Associate Professor, University of Arizona, USA)

“Adam Crowley’s book represents an important entry into the growing body of video game criticism. He explores, with erudite precision, how the narrative space of video games can serve as an exploration of wealth and financial transactions. Of special note is Crowley’s careful analysis of several video game titles, each of which he considers with depth and care against his overall scholarly focus. Video games are an important iteration of storytelling and this book serves as a powerful endorsement that they be taken as serious cultural artifacts.” (Amy M. Green, Assistant Professor-in-Residence, University of Nevada, Las Vegas, USA)

Authors and Affiliations

  • College of Science and Humanities, Husson University, Bangor, USA

    Adam Crowley

About the author

Adam Crowley is Associate Professor of English at Husson University, USA.

Bibliographic Information

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