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Literary Gaming


Literary Gaming
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Literary Gaming


Literary Gaming
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Author : Astrid Ensslin
language : en
Publisher: MIT Press
Release Date : 2023-08-15

Literary Gaming written by Astrid Ensslin and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-08-15 with Social Science categories.


A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology. After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary “auteur” game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.



Towards A Digital Poetics


Towards A Digital Poetics
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Author : James O'Sullivan
language : en
Publisher: Springer
Release Date : 2019-07-31

Towards A Digital Poetics written by James O'Sullivan and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-31 with Language Arts & Disciplines categories.


We live in an age where language and screens continue to collide for creative purposes, giving rise to new forms of digital literatures and literary video games. Towards a Digital Poetics explores this relationship between word and computer, querying what it is that makes contemporary fictions like Dear Esther and All the Delicate Duplicates—both ludic and literary—different from their print-based predecessors.



Literature Videogames And Learning


Literature Videogames And Learning
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Author : Andrew Burn
language : en
Publisher: Routledge
Release Date : 2021-06-29

Literature Videogames And Learning written by Andrew Burn and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-29 with Education categories.


This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement. It goes on to examine game adaptations of children’s literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right. With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.



Games And Gaming In Medieval Literature


Games And Gaming In Medieval Literature
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Author : Serina Patterson
language : en
Publisher: Springer
Release Date : 2015-07-29

Games And Gaming In Medieval Literature written by Serina Patterson and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-07-29 with Literary Criticism categories.


The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.



Games And Gaming In Medieval Literature


Games And Gaming In Medieval Literature
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Author : Serina Patterson
language : en
Publisher: Springer
Release Date : 2015-07-29

Games And Gaming In Medieval Literature written by Serina Patterson and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-07-29 with Literary Criticism categories.


The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.



New Literary Hybrids In The Age Of Multimedia Expression


New Literary Hybrids In The Age Of Multimedia Expression
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Author : Marcel Cornis-Pope
language : en
Publisher: John Benjamins Publishing Company
Release Date : 2014-11-15

New Literary Hybrids In The Age Of Multimedia Expression written by Marcel Cornis-Pope and has been published by John Benjamins Publishing Company this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-15 with Literary Criticism categories.


Begun in 2010 as part of the “Histories of Literatures in European Languages” series sponsored by the International Comparative Literature Association, the current project on New Literary Hybrids in the Age of Multimedia Expression recognizes the global shift toward the visual and the virtual in all areas of textuality: the printed, verbal text is increasingly joined with the visual, often electronic, text. This shift has opened up new domains of human achievement in art and culture. The international roster of 24 contributors to this volume pursue a broad range of issues under four sets of questions that allow a larger conversation to emerge, both inside the volume’s sections and between them. The four sections cover, 1) Multimedia Productions in Theoretical and Historical Perspective; 2) Regional and Intercultural Projects; 3) Forms and Genres; and, 4) Readers and Rewriters in Multimedia Environments. The essays included in this volume are examples of the kinds of projects and inquiries that have become possible at the interface between literature and other media, new and old. They emphasize the extent to which hypertextual, multimedia, and virtual reality technologies have enhanced the sociality of reading and writing, enabling more people to interact than ever before. At the same time, however, they warn that, as long as these technologies are used to reinforce old habits of reading/ writing, they will deliver modest results. One of the major tasks pursued by the contributors to this volume is to integrate literature in the global informational environment where it can function as an imaginative partner, teaching its interpretive competencies to other components of the cultural landscape.



Games As Texts


Games As Texts
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Author : Alayna Cole
language : en
Publisher: CRC Press
Release Date : 2020-12-17

Games As Texts written by Alayna Cole and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-17 with Computers categories.


Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal—including games—and how this impacts narrative and mechanics



Playing With Power


Playing With Power
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Author : Michelle Nephew
language : en
Publisher: Michelle Nephew
Release Date : 2003-05-01

Playing With Power written by Michelle Nephew and has been published by Michelle Nephew this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-05-01 with Games & Activities categories.


This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.



Gaming And The Arts Of Storytelling


Gaming And The Arts Of Storytelling
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Author : Darshana Jayemanne
language : en
Publisher: MDPI
Release Date : 2019-07-12

Gaming And The Arts Of Storytelling written by Darshana Jayemanne and has been published by MDPI this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-12 with Philosophy categories.


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



Games In Libraries


Games In Libraries
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Author : Breanne A. Kirsch
language : en
Publisher: McFarland
Release Date : 2014-02-11

Games In Libraries written by Breanne A. Kirsch and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-11 with Language Arts & Disciplines categories.


Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.