Literary Gaming

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Literary Gaming

Author : Astrid Ensslin
Publisher : MIT Press
Page : 217 pages
File Size : 55,9 Mb
Release : 2023-08-15
Category : Social Science
ISBN : 9780262548830

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Literary Gaming by Astrid Ensslin Pdf

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.

Games and Gaming in Medieval Literature

Author : Serina Patterson
Publisher : Springer
Page : 241 pages
File Size : 40,6 Mb
Release : 2015-07-29
Category : Literary Criticism
ISBN : 9781137497529

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Games and Gaming in Medieval Literature by Serina Patterson Pdf

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

Author : Marcel Cornis-Pope
Publisher : John Benjamins Publishing Company
Page : 464 pages
File Size : 40,7 Mb
Release : 2014-11-15
Category : Literary Criticism
ISBN : 9789027269331

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New Literary Hybrids in the Age of Multimedia Expression by Marcel Cornis-Pope Pdf

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 in Libraries

Author : Breanne A. Kirsch
Publisher : McFarland
Page : 247 pages
File Size : 52,6 Mb
Release : 2014-02-11
Category : Language Arts & Disciplines
ISBN : 9780786474912

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Games in Libraries by Breanne A. Kirsch Pdf

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.

Chris Crawford on Interactive Storytelling

Author : Chris Crawford
Publisher : New Riders
Page : 614 pages
File Size : 52,5 Mb
Release : 2012-12-12
Category : Computers
ISBN : 9780133119633

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Chris Crawford on Interactive Storytelling by Chris Crawford Pdf

As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Play like a Feminist.

Author : Shira Chess
Publisher : MIT Press
Page : 182 pages
File Size : 45,7 Mb
Release : 2020-08-18
Category : Games & Activities
ISBN : 9780262360449

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Play like a Feminist. by Shira Chess Pdf

An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.

Literature, Videogames and Learning

Author : Andrew Burn
Publisher : Routledge
Page : 232 pages
File Size : 45,6 Mb
Release : 2021-06-29
Category : Education
ISBN : 9781000404067

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Literature, Videogames and Learning by Andrew Burn Pdf

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.

The New York Times Book Review

Author : The New York Times
Publisher : Clarkson Potter
Page : 369 pages
File Size : 47,6 Mb
Release : 2021-11-02
Category : Literary Criticism
ISBN : 9780593234617

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The New York Times Book Review by The New York Times Pdf

A “delightful” (Vanity Fair) collection from the longest-running, most influential book review in America, featuring its best, funniest, strangest, and most memorable coverage over the past 125 years. Since its first issue on October 10, 1896, The New York Times Book Review has brought the world of ideas to the reading public. It is the publication where authors have been made, and where readers first encountered the classics that have enriched their lives. Now the editors have curated the Book Review’s dynamic 125-year history, which is essentially the story of modern American letters. Brimming with remarkable reportage and photography, this beautiful book collects interesting reviews, never-before-heard anecdotes about famous writers, and spicy letter exchanges. Here are the first takes on novels we now consider masterpieces, including a long-forgotten pan of Anne of Green Gables and a rave of Mrs. Dalloway, along with reviews and essays by Langston Hughes, Eudora Welty, James Baldwin, Nora Ephron, and more. With scores of stunning vintage photographs, many of them sourced from the Times’s own archive, readers will discover how literary tastes have shifted through the years—and how the Book Review’s coverage has shaped so much of what we read today.

Athenaeum and Literary Chronicle

Author : Anonim
Publisher : Unknown
Page : 1798 pages
File Size : 55,9 Mb
Release : 1870
Category : Electronic
ISBN : UCLA:L0077690980

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Athenaeum and Literary Chronicle by Anonim Pdf

The Language of Gaming

Author : Astrid Ensslin
Publisher : Bloomsbury Publishing
Page : 219 pages
File Size : 54,6 Mb
Release : 2017-09-16
Category : Language Arts & Disciplines
ISBN : 9780230357082

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The Language of Gaming by Astrid Ensslin Pdf

This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Twisty Little Passages

Author : Nick Montfort
Publisher : MIT Press
Page : 306 pages
File Size : 53,5 Mb
Release : 2005-02-11
Category : Business & Economics
ISBN : 0262633183

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Twisty Little Passages by Nick Montfort Pdf

A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

Gaming the Stage

Author : Gina Bloom
Publisher : University of Michigan Press
Page : 305 pages
File Size : 49,9 Mb
Release : 2018-07-10
Category : Literary Criticism
ISBN : 9780472053810

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Gaming the Stage by Gina Bloom Pdf

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

Narrative Mechanics

Author : Beat Suter,René Bauer,Mela Kocher
Publisher : transcript Verlag
Page : 363 pages
File Size : 41,8 Mb
Release : 2021-05-31
Category : Social Science
ISBN : 9783839453452

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Narrative Mechanics by Beat Suter,René Bauer,Mela Kocher Pdf

What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.

Moby Dick by Herman Melville

Author : Herman Melville
Publisher : Unknown
Page : 272 pages
File Size : 53,5 Mb
Release : 2021-01-21
Category : Electronic
ISBN : 9798598390757

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Moby Dick by Herman Melville by Herman Melville Pdf

This book holds an important place among the World Classics.

Towards a Digital Poetics

Author : James O'Sullivan
Publisher : Springer
Page : 146 pages
File Size : 54,5 Mb
Release : 2019-07-31
Category : Language Arts & Disciplines
ISBN : 9783030113100

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Towards a Digital Poetics by James O'Sullivan Pdf

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.