The Last of Us, Interactive Media and the Virtual Apocalypse

Edited book (chapter)


Thompson, Matthew. 2025. "The Last of Us, Interactive Media and the Virtual Apocalypse." The Palgrave Handbook of the Zombie. Palgrave Macmillan. pp. 1-15
Chapter Title

The Last of Us, Interactive Media and the Virtual Apocalypse

Book Chapter CategoryEdited book (chapter)
ERA Publisher ID2865
Book TitleThe Palgrave Handbook of the Zombie
AuthorsThompson, Matthew
Volume1
Page Range1-15
Number of Pages15
Year2025
PublisherPalgrave Macmillan
ISBN9783031247347
Digital Object Identifier (DOI)https://doi.org/10.1007/978-3-031-24734-7_47-1
Web Address (URL)https://link.springer.com/referenceworkentry/10.1007/978-3-031-24734-7_47-1
Abstract

Few figures in interactive media are as consistently used as the zombie. Not only do they can be aesthetically horrifying, but they are also remarkably ubiquitous antagonists for players tactically—ranging from the shuffling brain dead to the far more predatory. Furthermore, zombie apocalypses are an intriguing trope when it comes to video games and board games, as while television shows such as the Walking Dead can show characters coming to terms with difficult, even cruel choices, games can have the players actually do the choosing themselves. This chapter will look at three examples of this: the Last of Us series; the Dead Rising series (particularly 1 and 2); and finally, the board game Dead of Winter to show how each of them attempts to convey through the player avatars the themes that often come up in zombie apocalypse texts—such as betrayal, violence, trauma, and the loss of humanity.

KeywordsScreen Studies; Popular Culture; Genre
Contains Sensitive ContentDoes not contain sensitive content
ANZSRC Field of Research 2020470204. Cultural and creative industries
470102. Communication technology and digital media studies
360504. Interactive media
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Byline AffiliationsUniversity of Southern Queensland
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