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dc.contributor.advisorPusse, Tina-Karen
dc.contributor.authorWeidlich, Andreas
dc.date.accessioned2020-05-11T07:37:58Z
dc.date.issued2020-05-07
dc.identifier.urihttp://hdl.handle.net/10379/15954
dc.description.abstractSeen as a comparatively recent phenomenon, digital games continue to challenge academic discourse. The study argues that digital games are best understood as both complex configurational practices as well as audio-visually presented, ludic (hyper)texts. This non-essentialist view of games focuses on structural couplings established between the medium and its cultural background: By offering an in-depth reading of several works, the study demonstrates how three titles are able to reflect their own mediality, offering a compelling criticism of popculture in the process.en_IE
dc.publisherNUI Galway
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Ireland
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/3.0/ie/
dc.subjectGame Studiesen_IE
dc.subjectVideo Gameen_IE
dc.subjectDigital Gamesen_IE
dc.subjectGame Criticismen_IE
dc.subjectMedia Studiesen_IE
dc.subjectCulture Studiesen_IE
dc.subjectReflexivityen_IE
dc.subjectArts, Social Sciences & Celtic Studiesen_IE
dc.subjectLanguages, Literatures and Culturesen_IE
dc.subjectInternational Cultural Studiesen_IE
dc.titleDoppeltes spiel: Selbstreflexive konfigurationsstrategien als gegenstand einer kritischen textpraxis digitaler spiele. Analysen und interpretationen zu Vagrant Story, Dark Souls III und Horizon: Zero Dawnen_IE
dc.typeThesisen
dc.description.embargo2024-04-29
dc.local.finalYesen_IE
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Attribution-NonCommercial-NoDerivs 3.0 Ireland
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Ireland