LEADER 00000cam 22007218i 4500 001 ocn962303420 003 OCoLC 005 20181228060836.4 006 m o d 007 cr ||||||||||| 008 161107s2016 mnu ob s001 0 eng 020 9781452952000|q(electronic bk.) 020 1452952000|q(electronic bk.) 020 |z9780816689439|q(hc ;|qalk. paper) 020 |z0816689431|q(hc ;|qalk. paper) 020 |z9780816696086|q(pb ;|qalk. paper) 020 |z081669608X|q(pb ;|qalk. paper) 035 (OCoLC)962303420|z(OCoLC)966393243|z(OCoLC)967122701 |z(OCoLC)967682735 040 DLC|beng|erda|epn|cDLC|dOCLCO|dN$T|dIDEBK|dJSTOR|dEBLCP|dP @U|dYDX|dOCLCF|dIDB|dTEFOD|dUAB|dOCLCQ|dOTZ|dOCLCQ|dMERUC |dOCLCQ|dUUM|dINT|dOCLCQ 049 MAIN 050 10 GV1469.34.V56 082 00 794.8|223 100 1 Welsh, Timothy J.,|d1980- 245 10 Mixed realism :|bvideogames and the violence of fiction / |cTimothy J. Welsh. 263 1612 264 1 Minneapolis :|bUniversity of Minnesota Press,|c2016. 300 1 online resource. 336 text|btxt|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 490 1 Electronic mediations ;|v50 505 0 Introduction: the paradox of real virtuality: super Columbine Massacre RPG! -- History, theory, methodology. Immersive fictions in the dot-com era -- Reading In cold blood today: toward a model of mixed realism -- Incomplete worlds: videogames beyond immersion -- Gaming in context: self-reflexive strategies in Prince of Persia: sands of time, eternal darkness, and .hack//infection -- Metafiction and the perils of ubiquitous mediation -- Extended studies. When what's real doesn't matter: House of leaves -- Acceptable losses: Call of duty: modern warfare 2 -- Coda. The rock of the virtual: violence in Blood meridian and Red dead redemption. 506 1 Unlimited number of concurrent users.|5UkHlHU 650 0 Violence in video games. 650 0 Video games|xPsychological aspects. 650 0 Violence in literature. 830 0 Electronic mediations ;|vv. 50. 856 40 |uhttps://www.jstor.org/stable/10.5749/j.ctt1j68mcs 921 . 936 JSTOR-D-2018/19