Playthrough Poetics
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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.
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.
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.
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.
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?
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.
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.
Author | : Cait McKinney |
Publisher | : Duke University Press |
Total Pages | : 204 |
Release | : 2020-07-17 |
Genre | : Social Science |
ISBN | : 1478009330 |
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.
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.
Author | : Michael Nitsche |
Publisher | : MIT Press |
Total Pages | : 315 |
Release | : 2008-12-05 |
Genre | : Games & Activities |
ISBN | : 0262293013 |
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.