I Limiti del Videogioco Nazionale: l’Italia di Assassin’s Creed
- Submitting institution
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Brunel University London
- Unit of assessment
- 33 - Music, Drama, Dance, Performing Arts, Film and Screen Studies
- Output identifier
- 065-228849-23979
- Type
- C - Chapter in book
- DOI
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-
- Book title
- Il videogioco in Italia. Storie, rappresentazioni, contesti
- Publisher
- Mimesis Edizioni
- ISBN
- 9788857552224
- Open access status
- -
- Month of publication
- November
- Year of publication
- 2020
- URL
-
-
- Supplementary information
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-
- Request cross-referral to
- -
- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
- -
- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- Yes
- Number of additional authors
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0
- Research group(s)
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2 - Games
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- -
- Author contribution statement
- -
- Non-English
- Yes
- English abstract
- This essay investigates the category of the “national video game” through the comparativist lens of game studies and film theory. Drawing from Andrew Higson’s conceptualisation of “national cinemas,” I deconstruct naturalistic notions of nationality associated with video games, particularly focusing on the “textual level” in which media become vessels of national identity through their representational qualities. Building on Benedict Anderson’s work on nations as “imagined communities,” I use the example of Assassin’s Creed to criticise popular and institutional discourses surrounding “Italian video games” which replicate existing geopolitical hierarchies and stereotypes around which Italy is represented.