This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon.
Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games.
Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.
Table of Contents
Introduction: Zombies zombies everywhere, what is one to think?
- Zombies, again? A qualitative analysis of the zombie antagonist’s appeal in game design
- Resurrecting "Obsolete" Video Game Techniques from Alone in the Dark and Resident Evil
- The Undead Past in the Present – Historical Anxiety and the Nazi Zombie
- The Zombification of Skyrim
Penny de Byl
- Fantasies of Full Employment: Zombies, Video Games, and Violent Labor
- Resident Evil and Infectious Fear
Christina Fawcett and Alan McGreevy
- Zombie video games, Eros, and Thanatos: Expressing and exploring the life and death drives through video gameplay
- Through the Eyes of the Other: The Relationship between Man and Monster in Siren: Blood Curse
- Dead Rising and the Gameworld Zombie
- Proliferation, Blockages, and Paths of Escape in Resident Evil and Call of Duty
- Zombies, Play, and Uncertainty in Red Dead Redemption: Undead Nightmare
- "A Jill Sandwich" – Gender Representation in Zombie Videogames
- It’s Never About Zombies – Post-apocalyptic World-building, Interactive Storytelling, and The Walking Dead
Ksenia Olkusz, Sven Dwulecki and Krzysztof M. Maj
- The Pace and Range of Video Game Zombies
- Zombies Ate Democracy: The myth of a systemic political failure in video games
- Queering the Zombie
- The Law of the Playful [Un]Dead: The Influences of Intellectual Property
Timothy A. Wiseman
- "The Romeroesque" – Playing with Ethics & Ideology in Zombie Games, from Indie to Mainstream and Around Again
About the Series
Games studies is now firmly established as a popular, important and significant area of study in the academic world. Bringing together theories and thought from a wide range of disciplines, this series features cutting-edge research addressing the major issues in game studies today.
BISAC Subject Codes/Headings:
- GAMES / Video & Electronic
- SOCIAL SCIENCE / Popular Culture
- SOCIAL SCIENCE / Media Studies