Breakout: Pilgrim in the Microworld

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Author :
Publisher : Boss Fight Books
ISBN 13 : 1940535239
Total Pages : 138 pages
Book Rating : 4.9/5 (45 download)

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Book Synopsis Breakout: Pilgrim in the Microworld by : David Sudnow

Download or read book Breakout: Pilgrim in the Microworld written by David Sudnow and published by Boss Fight Books. This book was released on 2020-02-26 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: Just as the video game console market was about to crash into the New Mexico desert in 1983, professor and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari’s Breakout, one of the earliest hits of the arcade world. Originally released under the title Pilgrim in the Microworld, Sudnow’s groundbreaking longform criticism of a single game predates the rise of game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book’s modern readers remain fascinated by an obsessive, brilliant, and often hilarious quest to learn to play Breakout just as one would learn the piano. Featuring a new foreword and freshly edited text, Breakout makes a perfect addition to Boss Fight’s lineup of critical, historical, and personal looks at single video games. We’re proud to restore this classic to print and share with new audiences Sudnow’s wild pilgrimage into the limitless microworld of play.

Pilgrim in the Microworld

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Author :
Publisher : Grand Central Pub
ISBN 13 : 9780446375214
Total Pages : 242 pages
Book Rating : 4.3/5 (752 download)

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Book Synopsis Pilgrim in the Microworld by : Neil David, Sr.

Download or read book Pilgrim in the Microworld written by Neil David, Sr. and published by Grand Central Pub. This book was released on 1984-01-01 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the human mind and body's interaction with the computer in its most compelling form, the video game, focuses on the author's own obsessed immersion in a computer game and its possibilities

Rules of Play

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Author :
Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.2/5 (44 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Ways of the Hand

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Publisher : MIT Press
ISBN 13 : 9780262691611
Total Pages : 180 pages
Book Rating : 4.6/5 (916 download)

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Book Synopsis Ways of the Hand by : David Sudnow

Download or read book Ways of the Hand written by David Sudnow and published by MIT Press. This book was released on 1993 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is David Sudnow's classic account of how his hands learned to improvise jazz on the piano. David Sudnow is the author of Passing On and editor of Studies in Social Interaction. Since writing this book, he has developed a piano training method based on its insights.

Portable Play in Everyday Life: The Nintendo DS

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Author :
Publisher : Springer
ISBN 13 : 1137396598
Total Pages : 130 pages
Book Rating : 4.1/5 (373 download)

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Book Synopsis Portable Play in Everyday Life: The Nintendo DS by : Samuel Tobin

Download or read book Portable Play in Everyday Life: The Nintendo DS written by Samuel Tobin and published by Springer. This book was released on 2013-10-16 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: People play mobile games everywhere and at any time. Tobin examines this media practice through the players directly using the lens of the players and practice of the Nintendo DS system. He argues for the primacy of context for understanding how digital play functions in today's society, emphasizing location, "killing-time," and mobile communities.

Consuming Youth

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Author :
Publisher : University of Chicago Press
ISBN 13 : 0226467023
Total Pages : 332 pages
Book Rating : 4.2/5 (264 download)

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Book Synopsis Consuming Youth by : Robert Latham

Download or read book Consuming Youth written by Robert Latham and published by University of Chicago Press. This book was released on 2007-11-01 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the novels of Anne Rice to The Lost Boys, from The Terminator to cyberpunk science fiction, vampires and cyborgs have become strikingly visible figures within American popular culture, especially youth culture. In Consuming Youth, Rob Latham explains why, showing how fiction, film, and other media deploy these ambiguous monsters to embody and work through the implications of a capitalist system in which youth both consume and are consumed. Inspired by Marx's use of the cyborg vampire as a metaphor for the objectification of physical labor in the factory, Latham shows how contemporary images of vampires and cyborgs illuminate the contradictory processes of empowerment and exploitation that characterize the youth-consumer system. While the vampire is a voracious consumer driven by a hunger for perpetual youth, the cyborg has incorporated the machineries of consumption into its own flesh. Powerful fusions of technology and desire, these paired images symbolize the forms of labor and leisure that American society has staked out for contemporary youth. A startling look at youth in our time, Consuming Youth will interest anyone concerned with film, television, and popular culture.

A Play of Bodies

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Author :
Publisher : MIT Press
ISBN 13 : 0262037637
Total Pages : 249 pages
Book Rating : 4.2/5 (62 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.

Metagaming

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Publisher : U of Minnesota Press
ISBN 13 : 145295416X
Total Pages : 413 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Metagaming by : Stephanie Boluk

Download or read book Metagaming written by Stephanie Boluk and published by U of Minnesota Press. This book was released on 2017-04-04 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

Game After

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Publisher : MIT Press
ISBN 13 : 0262019981
Total Pages : 371 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Game After by : Raiford Guins

Download or read book Game After written by Raiford Guins and published by MIT Press. This book was released on 2014-01-24 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.

Handbook of Computer Game Studies

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Author :
Publisher : MIT Press
ISBN 13 : 0262516586
Total Pages : 471 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Handbook of Computer Game Studies by : Joost Raessens

Download or read book Handbook of Computer Game Studies written by Joost Raessens and published by MIT Press. This book was released on 2011-08-19 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

An Architectural Approach to Level Design

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Author :
Publisher : CRC Press
ISBN 13 : 1351982923
Total Pages : 474 pages
Book Rating : 4.3/5 (519 download)

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Book Synopsis An Architectural Approach to Level Design by : Christopher W. Totten

Download or read book An Architectural Approach to Level Design written by Christopher W. Totten and published by CRC Press. This book was released on 2018-09-03 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

How Pac-Man Eats

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Author :
Publisher : MIT Press
ISBN 13 : 026204465X
Total Pages : 382 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis How Pac-Man Eats by : Noah Wardrip-Fruin

Download or read book How Pac-Man Eats written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2020-12-15 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through playable models (of which operational logics are the primary building blocks): larger structures used to represent what happens in a game world that relate meaningfully to a theme. Game creators can expand the expressiveness of games, Wardrip-Fruin explains, by expanding an operational logic. Pac-Man can eat, for example, because a game designer expanded the meaning of collision from hitting things to consuming them. Wardrip-Fruin describes strategies game creators use to expand what can be said through games, with examples drawn from indie games, art games, and research games that address themes ranging from border policy to gender transition. These include Papers, Please, which illustrates expansive uses of pattern matching; Prom Week, for which the game's developers created a model of social volition to enable richer relationships between characters; and Dys4ia, which demonstrates a design approach that supports game metaphors of high complexity.

Ultima and Worldbuilding in the Computer Role-Playing Game

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Author :
Publisher : Amherst College Press
ISBN 13 : 1943208654
Total Pages : 197 pages
Book Rating : 4.9/5 (432 download)

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Book Synopsis Ultima and Worldbuilding in the Computer Role-Playing Game by : Carly A. Kocurek

Download or read book Ultima and Worldbuilding in the Computer Role-Playing Game written by Carly A. Kocurek and published by Amherst College Press. This book was released on 2024-04-09 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.

Playing Software

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Publisher : MIT Press
ISBN 13 : 0262373173
Total Pages : 205 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Playing Software by : Miguel Sicart

Download or read book Playing Software written by Miguel Sicart and published by MIT Press. This book was released on 2023-02-14 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software’s agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.

New Screen Media

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Publisher : Bloomsbury Publishing
ISBN 13 : 1838717277
Total Pages : 694 pages
Book Rating : 4.8/5 (387 download)

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Book Synopsis New Screen Media by : Martin Rieser

Download or read book New Screen Media written by Martin Rieser and published by Bloomsbury Publishing. This book was released on 2019-07-25 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text presents the work of cultural theorists and philosophers of new media, together with the perspectives of artists experimenting with different interactive models critically examining their own practice. The book proposes the use of new critical tools for discussing new media forms.

Introduction to Game Analysis

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Publisher : Routledge
ISBN 13 : 113447413X
Total Pages : 289 pages
Book Rating : 4.1/5 (344 download)

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Book Synopsis Introduction to Game Analysis by : Clara Fernández-Vara

Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Routledge. This book was released on 2014-07-17 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

The Literature Archive of the Future

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Author :
Publisher : Wallstein Verlag
ISBN 13 : 3835384600
Total Pages : 85 pages
Book Rating : 4.8/5 (353 download)

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Book Synopsis The Literature Archive of the Future by : Sandra Richter

Download or read book The Literature Archive of the Future written by Sandra Richter and published by Wallstein Verlag. This book was released on 2023-06-23 with total page 85 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can literary archives adapt to the challenges of the future? Literary archives are per se international because their subject is international. Literature does not end at the borders of its country of origin or its language. Hence, literary archives hold material that is not limited to a country or a language, although one country and language is usually dominant. It might even be the case that an archive has the official task of preserving the literary heritage of a specific territory and is funded for this purpose. How can we conceptualize literary archives in their regional and global frameworks and develop them further? To what extent does digitization foster international cooperation within and beyond the archives and how can we make it more fruitful? How can archives meet the interests of the literary public and of researchers? With contributions by: Stephen Enniss, Lavinia Frey, Jeang-Yean Goak, Ben Hutchinson, David D. Kim, Stefan Litt, B. Venkat Mani, Nelson Mlambo, Sebastian Möring, Sandra Richter, Fred Studemann, Meike G. Werner, Katja Wiesbrock Donovan Literatur endet nicht an den Grenzen ihres Herkunftslandes oder ihrer Sprache, Literaturarchive verfügen also über Material, das weder auf ein Land noch auf eine Sprache beschränkt ist. Internationale Forscherinnen und Forscher fragen, wie Literaturarchive in digitalen Zeiten in ihrem regionalen und globalen Rahmen konzeptualisiert und weiter entwickelt werden können.