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Mortal kombat: games of death

Authors and Corporations: Church, David (Author), Michigan Publishing (University of Michigan) (Publisher)
Title: Mortal kombat: games of death/ David Church
Language: English
published:
Ann Arbor University of Michigan Press 2022
Series: Landmark video games
Item Description: 1 Online-Ressource ; Includes bibliographical references and index
ISBN: 9780472902620, 0472902628
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contents Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent "fatality" moves performed by photorealistically rendered characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world's most iconic fighting games, and a transmedia franchise that continues to this day. This book traces Mortal Kombat's history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy
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dewey-hundreds 700 - The arts
dewey-ones 794 - Indoor games of skill
dewey-raw 794.8
dewey-search 794.8
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dewey-tens 790 - Recreational and performing arts
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footnote Includes bibliographical references and index
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local_heading_facet_dezwi2 Mortal Kombat (Game), Video games, Jeux vidéo - Aspect social - États-Unis, Jeux vidéo - États-Unis - Histoire, Video games - Social aspects, SOCIAL SCIENCE / General, History, Social aspects
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spelling Church, David 1982- VerfasserIn aut, Mortal kombat games of death David Church, 2202, Ann Arbor University of Michigan Press 2022, 1 Online-Ressource, Text txt rdacontent, Computermedien c rdamedia, Online-Ressource cr rdacarrier, Landmark video games, Includes bibliographical references and index, Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent "fatality" moves performed by photorealistically rendered characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world's most iconic fighting games, and a transmedia franchise that continues to this day. This book traces Mortal Kombat's history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy, Mortal Kombat (Game), Video games Social aspects United States, Video games United States History, Jeux vidéo - Aspect social - États-Unis, Jeux vidéo - États-Unis - Histoire, Video games, Video games - Social aspects, SOCIAL SCIENCE / General, History, United States, Michigan Publishing (University of Michigan) Verlag pbl, 9780472075225 hardcover, 9780472055227 paperback, Erscheint auch als Druck-Ausgabe Church, David, 1982- Mortal kombat Ann Arbor : University of Michigan Press, 2022 9780472075225, https://www.jstor.org/stable/10.3998/mpub.11477677 X:JSTOR Verlag kostenfrei, FID-MEDIEN-DE-15, DE-L189 epn:4289358624 2023-03-14T08:10:31Z, https://www.jstor.org/stable/10.3998/mpub.11477677 DE-540, DE-540 epn:4289358632 2023-03-14T08:10:31Z, https://www.jstor.org/stable/10.3998/mpub.11477677 DE-D117, DE-D117 epn:4289358640 2023-03-14T08:10:31Z, https://www.jstor.org/stable/10.3998/mpub.11477677 LFER, LFER epn:4320464958 2023-05-11T09:10:36Z
spellingShingle Church, David, Mortal kombat: games of death, Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent "fatality" moves performed by photorealistically rendered characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world's most iconic fighting games, and a transmedia franchise that continues to this day. This book traces Mortal Kombat's history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy, Mortal Kombat (Game), Video games Social aspects United States, Video games United States History, Jeux vidéo - Aspect social - États-Unis, Jeux vidéo - États-Unis - Histoire, Video games, Video games - Social aspects, SOCIAL SCIENCE / General, History, United States
title Mortal kombat: games of death
title_auth Mortal kombat games of death
title_full Mortal kombat games of death David Church
title_fullStr Mortal kombat games of death David Church
title_full_unstemmed Mortal kombat games of death David Church
title_short Mortal kombat
title_sort mortal kombat games of death
title_sub games of death
title_unstemmed Mortal kombat: games of death
topic Mortal Kombat (Game), Video games Social aspects United States, Video games United States History, Jeux vidéo - Aspect social - États-Unis, Jeux vidéo - États-Unis - Histoire, Video games, Video games - Social aspects, SOCIAL SCIENCE / General, History, United States
topic_facet Mortal Kombat (Game), Video games, Jeux vidéo - Aspect social - États-Unis, Jeux vidéo - États-Unis - Histoire, Video games - Social aspects, SOCIAL SCIENCE / General, History, Social aspects
url https://www.jstor.org/stable/10.3998/mpub.11477677
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