Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games
![Cover of Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games](/insight/proxy/containerImg?link=/resource/publication/book/10.1108/9781838674311/urn:emeraldgroup.com:asset:id:binary:9781838674311.largecover.gif)
Synopsis
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Table of contents
(12 chapters)![Cover of Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games](/insight/proxy/containerImg?link=/resource/publication/book/10.1108/9781838674311/urn:emeraldgroup.com:asset:id:binary:9781838674311.largecover.gif)
- DOI
- 10.1108/9781838674311
- Publication date
- 2020-08-28
- ISBN
- 978-1-83867-432-8
- eISBN
- 978-1-83867-431-1