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Playthrough Poetics
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Book Synopsis Playthrough Poetics by : Milena Droumeva
Download or read book Playthrough Poetics written by Milena Droumeva and published by Amherst College Press. This book was released on 2024-11-12 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell.
Book Synopsis Poetics of Politics by : Sebastian M. Herrmann
Download or read book Poetics of Politics written by Sebastian M. Herrmann and published by Universitätsverlag Winter. This book was released on 2015-04-22 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume proposes the ‘poetics of politics’ as an analytic angle to interrogate contemporary cultural production in the United States. As recent scholarship has observed, American literature and culture around the turn of the millennium, while still deeply informed by the textual self-consciousness of postmodernism, are marked by a rekindled interest in matters of social concern. This revived interest in politics is frequently read as a ‘grand epochal transition.’ Sidestepping such a logic of periodization, this book points to the interplay between the textual and the political as a dynamic – always locally specific – that affords unique insights into the characteristics of the contemporary moment. The sixteen case studies in this book explore this interplay across a wide range of media, genres, and modes. Together, they make visible a broad cultural concern with negotiating social relevance and textual self-awareness that permeates and structures contemporary US (popular) culture.
Book Synopsis Horror Video Games by : Bernard Perron
Download or read book Horror Video Games written by Bernard Perron and published by McFarland. This book was released on 2014-01-10 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
Download or read book Play/Write written by Douglas Eyman and published by Parlor Press LLC. This book was released on 2016-04-06 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.
Book Synopsis Why Write Poetry? by : Jeannine Johnson
Download or read book Why Write Poetry? written by Jeannine Johnson and published by Fairleigh Dickinson Univ Press. This book was released on 2007 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Poets have long been defending poetry in prose, and essays by Sidney, Shelley, and others are a familiar and important part of the Anglo-American literary tradition. This book identifies and examines a related genre - the verse defense of poetry - which shares the same impulse that has led to the composition of prose essays: namely, the desire to protect poetry from its detractors and to promote its value as a vital human endeavor. In the last century or so, this impulse to engage questions of poetry's value in poems has become increasingly widespread, and it has dominated the careers of at least five poets: H.D., Wallace Stevens, W. H. Auden, Adrienne Rich, and Geoffrey Hill. Though these poets espouse very different aesthetic principles, they, like many of their contemporaries, have repeatedly turned to apology in their verse. At first glance, this seems an odd gesture, given that the readers and writers of poetry are those who least need convincing of poetry's worthiness. But questioning poetry in verse is a form of lyric introspection that is productive and well-suited for a modern poet. characterized as one of indifference, defense helps these authors make a claim for poetry's cultural relevance, as well as for its private profit. Jeannine Johnson is a Preceptor in Expository Writing at Harvard University.
Download or read book Dual Wield written by Jon Stone and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-02-21 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.
Book Synopsis Reading Project by : Jessica Pressman
Download or read book Reading Project written by Jessica Pressman and published by University of Iowa Press. This book was released on 2015-05-01 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: Electronic literature is a rapidly growing area of creative production and scholarly interest. It is inherently multimedial and multimodal, and thus demands multiple critical methods of interpretation. Reading Project: A Collaborative Analysis of William Poundstone’s Project for Tachistoscope {Bottomless Pit} is a collaboration between three scholars combining different interpretive methods of digital literature and poetics in order to think through how critical reading is changing—and, indeed, must change—to keep up with the emergence of digital poetics and practices. It weaves together radically different methodological approaches—close reading of onscreen textual and visual aesthetics, Critical Code Studies, and cultural analytics (big data)—into a collaborative interpretation of a single work of digital literature. Project for the Tachistoscope {Bottomless Pit} is a work of electronic literature that presents a high-speed, one-word-at-a-time animation synchronized to visual and aural effects. It tells the tale of a mysterious pit and its impact on the surrounding community. Programmed in Flash and published online, its fast-flashing aesthetic of information overload bombards the reader with images, text, and sound in ways that challenge the ability to read carefully, closely, and analytically in traditional ways. The work’s multiple layers of poetics and programming can be most effectively read and analyzed through collaborative efforts at computational criticism such as is modeled in this book. The result is a unique and trailblazing book that presents the authors’ collaborative efforts and interpretations as a case study for performing digital humanities literary criticism of born-digital poetics.
Book Synopsis A Multimodal Approach to Video Games and the Player Experience by : Weimin Toh
Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
Download or read book Ruff's Bone written by Eli Noyes and published by Random House Childrens Books. This book was released on 1994 with total page 27 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this off-beat adventure, children follow Ruff as he takes them on a far-ranging hunt for his wayward bone. He travels to a distant jungle, an ancient sunken ship and other far-off places. Along the way, he meets a playful monkey, tap dancing jeans, a friendly robot and other charming characters. Includes original storybook. System Requirements: Windows: IBM-compatible 386SX or better; Super VGA monitor with 256 colors; CD-ROM drive; 4MB RAM; Windows 3.1; Sound Blaster or compatible. Mac: Macintosh; 256-color monitor; CD-ROM drive; 4MB RAM; System 6.0.7 or later.
Book Synopsis Transmedial Narratology and Contemporary Media Culture by : Jan-Noël Thon
Download or read book Transmedial Narratology and Contemporary Media Culture written by Jan-Noël Thon and published by U of Nebraska Press. This book was released on 2016-08 with total page 555 pages. Available in PDF, EPUB and Kindle. Book excerpt: Narratives are everywhere—and since a significant part of contemporary media culture is defined by narrative forms, media studies need a genuinely transmedial narratology. Against this background, Transmedial Narratology and Contemporary Media Culture focuses on the intersubjective construction of storyworlds as well as on prototypical forms of narratorial and subjective representation. This book provides not only a method for the analysis of salient transmedial strategies of narrative representation in contemporary films, comics, and video games but also a theoretical frame within which medium-specific approaches from literary and film narratology, from comics studies and game studies, and from various other strands of media and cultural studies may be applied to further our understanding of narratives across media.
Book Synopsis (Not) In the Game by : Regina Seiwald
Download or read book (Not) In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
Book Synopsis Handbook of Digital Games by : Marios C. Angelides
Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.
Book Synopsis The Authoring Problem by : Charlie Hargood
Download or read book The Authoring Problem written by Charlie Hargood and published by Springer Nature. This book was released on 2023-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Book Synopsis Longing, Ruin, and Connection in Hideo Kojima’s Death Stranding by : Amy M. Green
Download or read book Longing, Ruin, and Connection in Hideo Kojima’s Death Stranding written by Amy M. Green and published by Routledge. This book was released on 2021-12-27 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume provides an in-depth examination of the video game Death Stranding, focusing on the game’s exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language. Offering the first close examination of Death Stranding’s narrative, the book also incorporates a strong foundation in game studies, most especially related to the concepts of immersion and embodiment. The focus of the book lies in considering how Death Stranding expands on the themes of ruin, longing, and the need for connection, and whether a reconciliation—on a community level, national level, or even global level—might be possible. This book will appeal to scholars in a variety of disciplines in the Humanities and the Social Sciences, from video game studies and media studies to English, history, philosophy, and popular culture.
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.
Book Synopsis Traveling through Video Games by : Tom van Nuenen
Download or read book Traveling through Video Games written by Tom van Nuenen and published by Taylor & Francis. This book was released on 2023-10-25 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.
Book Synopsis Information Activism by : Cait McKinney
Download or read book Information Activism written by Cait McKinney and published by Duke University Press. This book was released on 2020-07-17 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: For decades, lesbian feminists across the United States and Canada have created information to build movements and survive in a world that doesn't want them. In Information Activism Cait McKinney traces how these women developed communication networks, databases, and digital archives that formed the foundation for their work. Often learning on the fly and using everything from index cards to computers, these activists brought people and their visions of justice together to organize, store, and provide access to information. Focusing on the transition from paper to digital-based archival techniques from the 1970s to the present, McKinney shows how media technologies animate the collective and unspectacular labor that sustains social movements, including their antiracist and trans-inclusive endeavors. By bringing sexuality studies to bear on media history, McKinney demonstrates how groups with precarious access to control over information create their own innovative and resourceful techniques for generating and sharing knowledge.