Performativity in Art, Literature, and Videogames

Performativity in Art, Literature, and Videogames PDF Author: Darshana Jayemanne
Publisher: Springer
ISBN: 3319544519
Category : Social Science
Languages : en
Pages : 330

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Book Description
This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

Performativity in Art, Literature, and Videogames

Performativity in Art, Literature, and Videogames PDF Author: Darshana Jayemanne
Publisher: Springer
ISBN: 3319544519
Category : Social Science
Languages : en
Pages : 330

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Book Description
This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

Video Games as Art

Video Games as Art PDF Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124

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Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

The Art of Videogames

The Art of Videogames PDF Author: Grant Tavinor
Publisher: John Wiley & Sons
ISBN: 9781444310184
Category : Computers
Languages : en
Pages : 240

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Book Description
The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

The Aesthetics of Videogames

The Aesthetics of Videogames PDF Author: Jon Robson
Publisher: Routledge
ISBN: 1351809458
Category : Philosophy
Languages : en
Pages : 375

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Book Description
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Performative Identities in Culture

Performative Identities in Culture PDF Author:
Publisher: BRILL
ISBN: 9004703853
Category : Literary Criticism
Languages : en
Pages : 254

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Book Description
This book's primary task is to test the contemporary value of performance and performativity. Performative Identities in Culture: From Literature to Social Media undertakes this task via a host of chapters on a vast spectrum of performativity-related topics such as: literature (British, American, Welsh), film, art, social media, and sports. Within these contexts, the book raises a number of questions relevant today. How is minority culture constructed and performed in literature? How can one manifest identity in multicultural contexts? How has performativity been transformed in audiovisual media, like film, video games and social media? And, can the digital itself be performative?

Gaming and the Arts of Storytelling

Gaming and the Arts of Storytelling PDF Author: Darshana Jayemanne
Publisher: MDPI
ISBN: 3039212311
Category : Philosophy
Languages : en
Pages : 144

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Book Description
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

Engaging with Videogames: Play, Theory and Practice

Engaging with Videogames: Play, Theory and Practice PDF Author: Dawn Stobbart
Publisher: BRILL
ISBN: 1848882955
Category : Social Science
Languages : en
Pages : 297

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Book Description
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Videogames and Art

Videogames and Art PDF Author: Andy Clarke
Publisher:
ISBN: 9781815014208
Category :
Languages : en
Pages :

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Book Description


Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262258196
Category : Computers
Languages : en
Pages : 363

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Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Performativity and Performance

Performativity and Performance PDF Author: Andrew Parker
Publisher:
ISBN: 9780203699928
Category : Art
Languages : en
Pages : 239

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Book Description
From the age of Aristotle to the age of AIDS, writers, thinkers, performers and activists have wresteled with what "performance" is all about. At the same moment, "performativity"--a new concept in language theory--has become a ubiquitous term in literary studies. This volume grapples with the nature of these two key terms whose traces can be found everywhere: in the theatre, in the streets, in philosophy, in questions of race and gender, and in the sentences we speak.