While video games have blossomed into the foremost expression of contemporary popular culture
over the past decades their critical study occupies a fringe position in American Studies. In
its engagement with video games this book contributes to their study but with a thematic focus
on a particularly important subject matter in American Studies: spatiality. The volume explores
the production representation and experience of places in video games from the perspective of
American Studies. Contributions critically interrogate the use of spatial myths (wilderness
frontier or city upon a hill) explore games as digital borderlands and contact zones and
offer novel approaches to geographical literacy. Eventually Playing the Field II brings the
rich theoretical repertoire of the study of space in American Studies into conversation with
questions about the production representation and experience of space in video games.