Playthrough Poetics

Playthrough Poetics
Author: Milena Droumeva
Publisher: Amherst College Press
Total Pages: 185
Release: 2024-11-12
Genre: Games & Activities
ISBN: 1943208824

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.

Horror Video Games

Horror Video Games
Author: Bernard Perron
Publisher: McFarland
Total Pages: 311
Release: 2014-01-10
Genre: Games & Activities
ISBN: 0786454792

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.

Why Write Poetry?

Why Write Poetry?
Author: Jeannine Johnson
Publisher: Fairleigh Dickinson Univ Press
Total Pages: 324
Release: 2007
Genre: Language Arts & Disciplines
ISBN: 9780838641057

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.

Playthrough Poetics

Playthrough Poetics
Author: Milena Droumeva
Publisher: Amherst College Press
Total Pages: 179
Release: 2024-11-12
Genre: Art
ISBN: 1943208816

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.

Ruff's Bone

Ruff's Bone
Author: Eli Noyes
Publisher: Random House Childrens Books
Total Pages: 27
Release: 1994
Genre: Children's stories
ISBN: 9781571351074

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.

Return to the Interactive Past

Return to the Interactive Past
Author: Csilla E. Ariese-Vandemeulebroucke
Publisher:
Total Pages: 200
Release: 2021-12-21
Genre:
ISBN: 9789088909139

A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Untitled Rothfuss 3 Of 3

Untitled Rothfuss 3 Of 3
Author: Patrick Rothfuss
Publisher: Gollancz
Total Pages: 896
Release: 2012-04-01
Genre: Fantasy fiction
ISBN: 9780575081451

The third in 'The Kingkiller Chronicle' series of fantasy novels by Patrick Rothfuss.

Public Scholarship in Literary Studies

Public Scholarship in Literary Studies
Author: Rachel Arteaga
Publisher: Amherst College Press
Total Pages: 170
Release: 2021-04-29
Genre: Literary Criticism
ISBN: 1943208239

Public Scholarship in Literary Studies demonstrates that literary criticism has the potential not only to explain, but to actively change our terms of engagement with current realities. Rachel Arteaga and Rosemary Johnsen bring together accomplished public scholars who make significant contributions to literary scholarship, teaching, and the public good. The volume begins with essays by scholars who write regularly for large public audiences in primarily digital venues, then moves to accounts of research-based teaching and engagement in public contexts, and finally turns to important new models for cross-institutional partnerships and campus-community engagement. Grounded in scholarship and written in an accessible style, Public Scholarship in Literary Studies will appeal to scholars in and outside the academy, students, and those interested in the public humanities. "There are books of literary criticism that attempt to reach crossover audiences but none that take this particular public-humanities-focused-on-literary criticism perspective."—Kathryn Temple, Georgetown University Contributions by Rachel Arteaga, Christine Chaney, Jim Cocola, Daniel Coleman, Christopher Douglas, Gary Handwerk, Cynthia L. Haven, Rosemary Erickson Johnsen, Anu Taranath, Carmaletta M. Williams, and Lorraine York.

Playing with Videogames

Playing with Videogames
Author: James Newman
Publisher: Routledge
Total Pages: 225
Release: 2008-08-18
Genre: Games & Activities
ISBN: 1134173016

Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Storyplaying

Storyplaying
Author: Sebastian Domsch
Publisher: Walter de Gruyter
Total Pages: 196
Release: 2013-08-28
Genre: Literary Criticism
ISBN: 3110272458

Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.