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dc.contributor.authorSmith, Caighlan
dc.date.accessioned2024-12-09T06:54:23Z
dc.date.available2024-12-09T06:54:23Z
dc.date.issued2024-11-29
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/53936
dc.description.abstractThis article considers how players experience coziness inside t h e saferooms of Left 4 Dead, Left 4 Dead 2, and Back 4 Blood, which are ot herwise high-demand, fast-paced first-person shooter zombie games. Pairing Agata Waszkiewicz and Martyna Bakun’s concept of “situational coziness” with James Ash’s “intense space,” this discussion first explores how moments of coziness can occur within competitive and stressful FPS environments, and indeed may be considered cozy specifically in how they afford temporal, spatial, aesthetic, and audial reprieves from the stress of those environments. I explore how such situational coziness, when produced as both break from and reward for succeeding at stressful zombie apocalypse gameplay, contributes to the zombie genre’s ability to allow players performances of an idealized iteration of capitalism’s work/ leisure cycle, as both “work” and “leisure” have come to be defined under and in service to exploitative capitalist labor conditions.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectcapitalismen
dc.subjectfirst-person shooter gamesen
dc.subjectsafe zonesen
dc.subjectsituational cozinessen
dc.subjectwork/leisure cycleen
dc.titleGetting Cozy with the Zombie Apocalypse: The Saferoom as Capitalist Breakroom in "Left 4 Dead" and "Back 4 Blood"en
dc.typeArticle
dc.page.number41-53
dc.contributor.authorAffiliationMemorial University of Newfoundlanden
dc.identifier.eissn2449-8394
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dc.contributor.authorEmailcmis18@mun.ca
dc.identifier.doi10.18778/2391-8551.12.01
dc.relation.volume12


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