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dc.contributor.authorSawczuk, Tomasz-
dc.date.accessioned2023-03-23T09:25:35Z-
dc.date.available2023-03-23T09:25:35Z-
dc.date.issued2022-
dc.identifier.citationEuropean Journal of American Studies, vol. 17, issue 2, Summer 2022pl
dc.identifier.issn1991-9336-
dc.identifier.urihttp://hdl.handle.net/11320/14807-
dc.description.abstractEver since setting their foot on the social and cultural landscapes of the post-World War II realities, the Beats have been both the subject of and subject to pop-cultural representations and appropriations. While figurations of Beat sensibility in film, television, press and popular music have been well recognized and analyzed, an area which remains uninvestigated for Beat influences, perhaps due to its relatively short pop-cultural presence, is the one of video games. Recent years, which have marked the release of titles such as Fallout 4 (Bethesda Game Studios, 2015) and Life Is Strange (Square Enix, 2015), attest to a certain amount of interest invested in Beat mythos by both indie game developers and the biggest game studios in the world, thereby opening a new chapter in representing the Beats in visual media. By, on the one hand, mapping out the categories of Beat references in video game narratives and, on the other, setting them against the backdrop of existing models of (mis)appropriating the Beats in visual culture, I will seek to explore the ways in which video game designers venture into the Beat ethos and I wish to address the implications this bears for the lineage of Beat pop-cultural presence. The final part of the essay takes a closer look at Fallout 4, making references to such theoretical concepts as Derridean hauntology, Zygmunt Bauman’s retrotopia and Simon Reynolds’ retromania, to further demonstrate how complex and ambiguous Beat video-game figurations can be.pl
dc.description.sponsorshipThe project is financed from the grant received from the Polish Ministry of Science and Higher Education under the Regional Initiative of Excellence programme for the years 2019–22, project number 009/RID/2018/19, the amount of funding 8 791 222,00 PLN.pl
dc.language.isoen_USpl
dc.publisherEuropean Association for American Studiespl
dc.rightsCreative Commons - Attribution-NonCommercial 4.0 International - CC BY-NC 4.0*
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/*
dc.subjectThe Beatspl
dc.subjectvisual culturepl
dc.subjectvideo gamespl
dc.subjectpopular culturepl
dc.subjectFallout 4pl
dc.subjecthauntologypl
dc.subjectretrotopiapl
dc.subjectretromaniapl
dc.titleDigging the Digital: Beat Modalities and the Representation of the Beats in Video Gamespl
dc.typeArticlepl
dc.rights.holderCreative Commons - Attribution-NonCommercial 4.0 International - CC BY-NC 4.0pl
dc.identifier.doi10.4000/ejas.18309-
dc.description.Emailt.sawczuk@uwb.edu.plpl
dc.description.BiographicalnoteTomasz Sawczuk is Assistant Professor at the Faculty of Philology, University of Bialystok, Poland. He has authored On the Road to Lost Fathers: Jack Kerouac in a Lacanian Perspective (Peter Lang, 2019), as well as a number of essays on twentieth-century American literature, film and Beat writers, including a chapter contribution to The Routledge Handbook of International Beat Literature, ed. A. Robert Lee (Routledge, 2018). His most recent research interests revolve around North American concrete poetry and intermedia.pl
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dc.description.referencesBauman, Zygmunt. Retrotopia. Polity, 2017.pl
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dc.description.volume17pl
dc.description.issue2pl
dc.identifier.citation2European Journal of American Studiespl
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