front cover of Mixed Realism
Mixed Realism
Videogames and the Violence of Fiction
Timothy J. Welsh
University of Minnesota Press, 2016

Mixed Realism is about how we interact with media. Timothy J. Welsh shows how videogames, like novels, both promise and trouble experiences of “immersion.” His innovative methodology offers a new understanding of the expanding role of virtuality in contemporary life. 

Today’s wired culture is a mixed reality, conducted as exchanges between virtual and material contexts. We make balance transfers at an ATM, update Facebook timelines, and squeeze in sessions of Angry Birds on the subway. However, the “virtual” is still frequently figured as imaginary, as opposed to “real.” The vision of 1990s writers of a future that would pit virtual reality against actual reality has never materialized, yet it continues to haunt cultural criticism. Our ongoing anxiety about immersive media now surrounds videogames, especially “shooter games,” and manifests as a fear that gamers might not know the difference between the virtual world and the real world.

As Welsh notes, this is the paradox of real virtuality. We understand that the media-generated virtualities that fill our lives are not what they represent. But what are they if they are not real? Do they have presence, significance, or influence exceeding their material presence and the user processes that invoke them? What relationships do they establish through and beyond our interactions with them?

Mixed Realism brims with fresh analyses of literary works such as Truman Capote’s In Cold Blood and Mark Z. Danielewski’s House of Leaves, along with sustained readings of controversial videogames such as Super Columbine Massacre and Call of Duty: Modern Warfare 2. Continually connecting the dots between surprising groupings of texts and thinkers, from David Foster Wallace to the cult-classic videogame Eternal Darkness and from Cormac McCarthy to Grand Theft Auto, it offers a fresh perspective on both digital games and contemporary literature.

[more]

front cover of Simulating Good and Evil
Simulating Good and Evil
The Morality and Politics of Videogames
Marcus Schulzke
Rutgers University Press, 2020
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.
 
[more]

front cover of Undertale
Undertale
Can a Game Give Hope?
Anastasia Salter
University of Chicago Press, 2025
What makes a real game? Who is a gamer? And what type of play do we value?
 
On the surface, the 2015 game Undertale didn’t seem like much, supported by fan funding and with minimalist retro graphics. But despite its pixelated monsters and dated role-playing mechanics, Undertale invited fans and players to rethink their very relationship with gaming and game characters. Players encountered an extraordinary range of possible play experiences, with paths through the game’s unassuming world leading to both empathy and extreme violence, offering room for reflection and growth. Players could befriend (sometimes queer) monsters or kill them, for instance, appealing to each monster’s unique personality to negotiate survival and find community.
 
Contextualizing this game’s success in the wake of the Gamergate online harassment campaign and meditating on questions of violence and authenticity, writer and game scholar Anastasia Salter offers a profound exploration of this game sensation and a personal story of hope at a time when Salter was otherwise “done” with games. Undertale’s unique structure helped make it synonymous with “indie” games, built outside of the studio as a passion project and inspiring similar passion among its many fans even a decade later. But Undertale’s story also speaks to an auteur dream: What game developer Toby Fox and his collaborators accomplished on a small budget, with relatively simple tools, has left people replaying, arguing, and creating in its wake.
 
As we enter a cultural moment where intense interest is shifting towards flashy creativity, powered by generative artificial intelligence, Undertale reminds fans and newcomers of the power of thoughtful and intentional human design.
[more]


Send via email Share on Facebook Share on Twitter