Performativity in Art, Literature, and Videogames

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Author :
Publisher : Springer
ISBN 13 : 3319544519
Total Pages : 331 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Performativity in Art, Literature, and Videogames by : Darshana Jayemanne

Download or read book Performativity in Art, Literature, and Videogames written by Darshana Jayemanne and published by Springer. This book was released on 2017-07-12 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

The Performance of Video Games

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Author :
Publisher : McFarland
ISBN 13 : 1476685495
Total Pages : 231 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Performance of Video Games by : Kelly I. Aliano

Download or read book The Performance of Video Games written by Kelly I. Aliano and published by McFarland. This book was released on 2022-10-27 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Video Games as Art

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110731010
Total Pages : 124 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Video Games as Art by : Frank G. Bosman

Download or read book Video Games as Art written by Frank G. Bosman and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-11-07 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

Gaming and the Arts of Storytelling

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Author :
Publisher : MDPI
ISBN 13 : 3039212311
Total Pages : 144 pages
Book Rating : 4.0/5 (392 download)

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Book Synopsis Gaming and the Arts of Storytelling by : Darshana Jayemanne

Download or read book Gaming and the Arts of Storytelling written by Darshana Jayemanne and published by MDPI. This book was released on 2019-07-12 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

Representations of Poverty in Videogames

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Author :
Publisher : Springer Nature
ISBN 13 : 3031001443
Total Pages : 168 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Representations of Poverty in Videogames by : Adam Crowley

Download or read book Representations of Poverty in Videogames written by Adam Crowley and published by Springer Nature. This book was released on 2022-05-31 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.

The World Is Born From Zero

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110719452
Total Pages : 206 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis The World Is Born From Zero by : Cameron Kunzelman

Download or read book The World Is Born From Zero written by Cameron Kunzelman and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-07-18 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Video Games and Comedy

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Publisher : Springer Nature
ISBN 13 : 3030883388
Total Pages : 371 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Video Games and Comedy by : Krista Bonello Rutter Giappone

Download or read book Video Games and Comedy written by Krista Bonello Rutter Giappone and published by Springer Nature. This book was released on 2022-03-26 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Mental Health | Atmospheres | Video Games

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Author :
Publisher : transcript Verlag
ISBN 13 : 3839462649
Total Pages : 263 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Mental Health | Atmospheres | Video Games by : Jimena Aguilar Rodríguez

Download or read book Mental Health | Atmospheres | Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Materializing Digital Futures

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501361279
Total Pages : 352 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Materializing Digital Futures by : Toija Cinque

Download or read book Materializing Digital Futures written by Toija Cinque and published by Bloomsbury Publishing USA. This book was released on 2022-01-27 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital, visual media are found in most aspects of everyday life, from workplaces to household devices - computer and digital television screens, appliances such as refrigerators and home assistants, and applications for social media and gaming. Each technologically enabled opportunity brings an increasingly sophisticated language with the act of pursuing the intrasensorial ways of perceiving the world around us - through touch, movement, sound and vision - that is the heart of screen media use and audience engagement with digital artifacts. Drawing on digital media's currently evolving transformation and transforming capacity this book builds a story of the multiple processes in robotics and AI, virtual reality, creative image and sound production, the representation of data and creative practice. Issues around commodification, identity, identification, and political economy are critically examined for the emerging and affecting encounters and perceptions that are brought to bear.

Playing at a Distance

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Author :
Publisher : MIT Press
ISBN 13 : 0262544628
Total Pages : 186 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Playing at a Distance by : Sonia Fizek

Download or read book Playing at a Distance written by Sonia Fizek and published by MIT Press. This book was released on 2022-11-01 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.

Theater(s) and Public Sphere in a Global and Digital Society, Volume 1

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Author :
Publisher : BRILL
ISBN 13 : 9004529810
Total Pages : 237 pages
Book Rating : 4.0/5 (45 download)

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Book Synopsis Theater(s) and Public Sphere in a Global and Digital Society, Volume 1 by :

Download or read book Theater(s) and Public Sphere in a Global and Digital Society, Volume 1 written by and published by BRILL. This book was released on 2022-12-28 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: Volume 1 of Theaters and Public Sphere in a Global and Digital Society inquires theatre, in all of its accepted meanings, in its relationship with society, institutions, cultural and local norms, and the collective imagination which these reveal.

Videogames and Horror

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Publisher : University of Wales Press
ISBN 13 : 1786834375
Total Pages : 284 pages
Book Rating : 4.7/5 (868 download)

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Book Synopsis Videogames and Horror by : Dawn Stobbart

Download or read book Videogames and Horror written by Dawn Stobbart and published by University of Wales Press. This book was released on 2019-10-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.

Uneven Futures

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Publisher : MIT Press
ISBN 13 : 026254394X
Total Pages : 374 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Uneven Futures by : Ida Yoshinaga

Download or read book Uneven Futures written by Ida Yoshinaga and published by MIT Press. This book was released on 2022-12-20 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays on speculative/science fiction explore the futures that feed our most cherished fantasies and terrifying nightmares, while helping diverse communities devise new survival strategies for a tough millennium. The explosion in speculative/science fiction (SF) across different media from the late twentieth century to the present has compelled those in the field of SF studies to rethink the community’s identity, orientation, and stakes. In this edited collection, more than forty writers, critics, game designers, scholars, and activists explore core SF texts, with an eye toward a future in which corporations dominate both the means of production and the means of distribution and governments rely on powerful surveillance and carceral technologies. The essays, international in scope, demonstrate the diversity of SF through a balance of popular mass-market novels, comics, films, games, TV shows, creepypastas, and more niche works. SF works explored range from Riot Baby by Tochi Onyebuchi, 2084: The End of the World by Boualem Sansal, Terra Nullius by Claire Coleman, Watchmen and X-Men comics, and the Marvel film Captain America: The Winter Soldier, to the MaddAddam trilogy by Margaret Atwood, The Dispossessed by Ursula K. Le Guin, The Wandering Earth by Liu Cixin, and the Wormwood trilogy by Tade Thompson. In an era in which ecological disaster and global pandemics regularly expose and intensify deep political-economic inequalities, what futures has SF anticipated? What survival strategies has it provided us? Can it help us to deal with, and grow beyond, the inequalities and injustices of our times? Unlike other books of speculative/science fiction criticism, Uneven Futures uses a think piece format to make its critical insights engaging to a wide audience. The essays inspire visions of better possible futures—drawing on feminist, queer, and global speculative engagements with Indigenous, Latinx, and Afro- and African futurisms—while imparting important lessons for political organizing in the present. Contributors: Ben Abraham, Emmet Asher-Perrin, Brent Ryan Bellamy, Gerry Canavan, Andrew Ferguson, Fabio Fernandes, Dexter Gabriel, M. Elizabeth Ginway, Sean Guynes, Ouissal Harize, David M. Higgins, Veronica Hollinger, Allanah Hunt, Nicola Hunte, Nathaniel Isaacson, Ayana Jamieson, Darshana Jayemanne, Gwyneth Jones, Brendan Keogh, Sami Ahmad Khan, Cameron Kunzelman, Bryan Kamaoli Kuwada, Isiah Lavender III, Caryn Lesuma, Karen Lord, Sarah Marrs, Farah Mendlesohn, Cathryn Merla-Watson, Hugh Charles O’Connell, B. Pladek, John Rieder, Lysa Rivera, Kim Stanley Robinson, Steven Shaviro, Rebekah Sheldon, Alison Sperling, Alfredo Suppia, Bogi Takács, Taryne Jade Taylor, Sherryl Vint, Kirin Wachter-Grene, Ida Yoshinaga.

Gamish

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Publisher : Penguin UK
ISBN 13 : 1846149495
Total Pages : 210 pages
Book Rating : 4.8/5 (461 download)

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Book Synopsis Gamish by : Edward Ross

Download or read book Gamish written by Edward Ross and published by Penguin UK. This book was released on 2020-11-05 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: *Shortlisted for the British Book Design and Production Award for Graphic Novels* 'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The Scotsman A thrilling illustrated journey through the history of video games and what they really mean to us Pac-Man. Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in? This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.

On Soulsring Worlds

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040018165
Total Pages : 102 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis On Soulsring Worlds by : Marco Caracciolo

Download or read book On Soulsring Worlds written by Marco Caracciolo and published by Taylor & Francis. This book was released on 2024-02-26 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.

Once Upon a Pixel

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Publisher : CRC Press
ISBN 13 : 1351014269
Total Pages : 182 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Once Upon a Pixel by : Eddie Paterson

Download or read book Once Upon a Pixel written by Eddie Paterson and published by CRC Press. This book was released on 2019-10-31 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming’s most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.

A Play of Bodies

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Author :
Publisher : MIT Press
ISBN 13 : 0262345447
Total Pages : 249 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis A Play of Bodies by : Brendan Keogh

Download or read book A Play of Bodies written by Brendan Keogh and published by MIT Press. This book was released on 2018-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.