The monograph focuses on the fast-growing corpus of novels of the past ten to fifteen years that can be classified as “videogame literature” and fall in the category of present-day realist narratives set on Earth or speculative fictions of the near future, rooted in contemporary reality. Often featuring members of the generations dubbed digital natives (late Millennials and Gen Z), these novels challenge the white geek boy’s club formerly associated with videogame cultures, especially because women writers contributed about half the corpus numbering over twenty-five books, with POC, biracial, and queer authors also represented. The main aim of the monograph is to explore how videogames and game cultures are experienced and used for making sense of the world by people of a variety of backgrounds, while also reflecting on the resulting changes in the novel’s representational techniques and practices. The new perspective I propose is rooted in Affect Studies, which can shed light not only on the contemporary affects circulating around videogames, players, creators, and economic, cultural, even criminal implications, but also on delineating the contours of a potential new subgenre of the 21st-century novel.
Imola Bülgözdi
Videospielliteratur Roman des 21. Jahrhunderts Affektlehre Spielkulturen Video game literature 21st-century novel Affect Studies Game Cultures