Open World Empire: Race, Erotics, and the Global Rise of Video Games
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association

Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play

Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology.

Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.

Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

1134353151
Open World Empire: Race, Erotics, and the Global Rise of Video Games
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association

Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play

Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology.

Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.

Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

37.0 In Stock
Open World Empire: Race, Erotics, and the Global Rise of Video Games

Open World Empire: Race, Erotics, and the Global Rise of Video Games

by Christopher B. Patterson
Open World Empire: Race, Erotics, and the Global Rise of Video Games

Open World Empire: Race, Erotics, and the Global Rise of Video Games

by Christopher B. Patterson

Paperback

$37.00 
  • SHIP THIS ITEM
    In stock. Ships in 6-10 days.
  • PICK UP IN STORE

    Your local store may have stock of this item.

Related collections and offers


Overview

Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association

Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play

Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology.

Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.

Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.


Product Details

ISBN-13: 9781479895908
Publisher: New York University Press
Publication date: 04/14/2020
Series: Postmillennial Pop , #26
Pages: 344
Product dimensions: 6.00(w) x 9.00(h) x (d)

About the Author

Christopher B. Patterson is Associate Professor in the Social Justice Institute at the University of British Columbia.. His books include Open World Empire: Race, Erotics, and the Global Rise of Video Games (2020), which was a finalist the John Hope Franklin Publication Prize and Transitive Cultures: Anglophone Literature of the Transpacific (2018), which won the Shelley Fisher Fishkin Prize for International Scholarship in Transnational American Studies. He is co-editor of Transpacific, Undisciplined (2024), and Made in Asia/America: Why Video Games Were Never (Really) About Us (2024).

Table of Contents

List of Figures ix

Introduction: Touching Empire, Playing Theory 1

Part I Asiatic

1 Global Game: Race \ Play / Intimacy 37

2 Ludophile: Author \ Auteur / Asian 77

3 Ars Erotica: Utopia \ Aphrodisia / Role Play 112

[Pause] 150

Part II Erotics

4 Posture: Plunge \ Dread / Vulnerability 157

5 Loop: Violence \ Pleasure / Far Cry 194

6 E-motion; Transpacific \ Virtual / Blur 232

Coda 271

Acknowledgments 273

Notes 277

References 309

Index 331

About the Author 349

From the B&N Reads Blog

Customer Reviews