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Editors’ Note: American Narratives and Video Games
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Video Games as Literature? Realist Discourse in Red Dead Redemption 2
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Play Me for a Fool: Horror-Inducing Madness from Edgar Allan Poe to The Dark Eye (1995)
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Animal Poetics and Literary Thinking
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Videogame Narrativity: Tense-Aspect-Mood, Mechanical Drifting, and the Valences of Play in Kentucky Route Zero’s “The Death of the Hired Man”
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Replaying Adolescence: Temporality and Recurrence in Life is Strange and The Catcher in the Rye
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Playing the Hollywood Western on Repeat: Cinematic Realism in Mad Dog McCree
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Living the Dream, Playing the Nightmare: Remediation as the Critique of the American Dream in American Arcadia (2023)
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“It’s Like It’s from a Movie or Something”: Narrative Instability, Remediation, and Cultural Prestige in the Indie Video Games Hotline Miami and Katana Zero
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Affective Necropolitics, Procedural Necrorhetorics, and the US–Mexico Border in the Call of Duty Series
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Playing the American Nightmare: Japanese Horror Games at the Millennial Turn
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Playing Moby-Dick: Agency, Disempowerment, and Adaptation in Nantucket
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The Frontier as American National Identity Narrative in the Red Dead Redemption Games
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Sleater-Kinney’s Electric Feminism
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Who’s Afraid of the Kitchen? Representations of the Kitchen in Three US Films, The Children’s Hour, Breakfast at Tiffany’s and Blue Jasmine
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Hic Sunt Dracones
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“A new sense of life’s possibilities”
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“Each of Us Contains the Other”
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The New German Baldwin and His Company
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Baldwin’s European Digital Circulation
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Baldwin in Spain
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Confessions of Bad Faith
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Baldwin’s Postcolonial Turn
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It’s Not All Black and White