Intro; Acknowledgements; Contents; About the Author; Chapter 1 The Ghosts of Popular Music Past and Video Games Future; 1.1 Introduction: Flappers in Rapture; 1.2 Semiotic Ghosts; 1.3 Appropriated Music; 1.4 Nostalgia: The Land of Constant Return; 1.5 Video Game Nostalgia; 1.6 The Nostalgia Game; 1.7 Nostalgia, Appropriated Music and Video Games; 1.8 Appropriated Music and the Nostalgia Game; References; Chapter 2 Games on Media: Beyond Remediation; 2.1 Games on Games; 2.1.1 Evoland as Playable Game History; 2.1.2 Evoland 2: Taking It Further; 2.1.3 Player as Media Archaeologist
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The ghosts of popular music past and video games future -- Games on media : beyond remediation -- Games on society : playable anxieties -- Temporal anomalies : alternative pasts and alternative futures -- Memories of mediated pasts and hopes for mediated futures.
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2.2 Games on Film2.2.1 L.A. Noir; 2.2.2 Immediacy/Hypermediacy, Real/Hyperreal; 2.2.3 La Musique Noir; 2.2.4 La Musique Fatale; 2.2.5 La Musique Prêtée; 2.2.6 La Musique Nostalgique; 2.3 Canon Fodder; 2.3.1 Miami Vice City and the American Dream; 2.3.2 A Media History of Violence; 2.3.3 Musical Vices; 2.3.4 Canon Fodder; 2.4 Conclusions: Remediation Is the Message; References; Chapter 3 Games on Society: Playable Anxieties; 3.1 Games on Race; 3.1.1 When Did You Meet Lincoln Clay?; 3.1.2 Born on the Bayou; 3.1.3 Sympathy for the Devil; 3.1.4 The Sound of the Moment
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3.1.5 The Sound of the Movement3.1.6 Conclusions; 3.2 Games on Gender; 3.2.1 Cool Schmool; 3.2.2 Oh the Horror!; 3.2.3 The Grrrl's a Riot!; 3.2.4 Intersectional Riot; 3.2.5 The Twist Is There Is No Twist; 3.3 Conclusions: Playable Anxieties; References; Chapter 4 Temporal Anomalies: Alternative Pasts and Alternative Futures; 4.1 Nostalgia on Nostalgia; 4.1.1 Maybe; 4.1.2 The Wasteland; 4.1.3 The Future That Never Was; 4.1.4 No Future; 4.1.5 Musical Fallout; 4.1.6 Way Back Home; 4.1.7 Love Me as Though There Were No Tomorrow; 4.1.8 Nostalgic About Nostalgia
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4.2 Anachronism and the Self-Reflexive Player4.2.1 Music and the Prestige Game; 4.2.2 Rapture and Columbia: The Worlds of BioShock; 4.2.3 Beyond the Song; 4.2.4 The Music of Tomorrow ... Yesterday!; 4.2.5 Music and Transdiegetic Flow; 4.2.6 The Past That Never Was; 4.3 Conclusions: Time Has Told, Tisme Will Tell; References; Chapter 5 Memories of Mediated Pasts and Hopes for Mediated Futures; 5.1 Postmodern Nostalgia; 5.2 Stylistic Appropriation and the Nostalgia Game; 5.3 Popular Music and the Nostalgia Game; 5.4 Semiotic Ghosts and Time Travelling Archaeologists
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5.5 Beyond the Nostalgia GameReferences; Index
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SUMMARY OR ABSTRACT
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This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.