Author: Michelle Nephew
Publisher: Michelle Nephew
ISBN:
Category : Games & Activities
Languages : en
Pages : 253
Book Description
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.
Playing with Power: Nintendo NES Classics
Author: Garitt Rocha
Publisher: Prima Games
ISBN: 9780744017779
Category : Games & Activities
Languages : en
Pages : 0
Book Description
A fascinating retrospective on 17 NES classics including complete walkthroughs-- including Super Mario Bros. 3, Donkey Kong, and The Legend of Zelda!. A journey through three eras of NES history. Commentary and history from Nintendo visionaries who pioneered this era of gaming. An inside look at the system and game paks. Priceless excerpts from Nintendo Power magazine back issues! Plus maps, character art, and extras!
Publisher: Prima Games
ISBN: 9780744017779
Category : Games & Activities
Languages : en
Pages : 0
Book Description
A fascinating retrospective on 17 NES classics including complete walkthroughs-- including Super Mario Bros. 3, Donkey Kong, and The Legend of Zelda!. A journey through three eras of NES history. Commentary and history from Nintendo visionaries who pioneered this era of gaming. An inside look at the system and game paks. Priceless excerpts from Nintendo Power magazine back issues! Plus maps, character art, and extras!
Playing with Power in Movies, Television, and Video Games
Author: Marsha Kinder
Publisher: Univ of California Press
ISBN: 0520912438
Category : Performing Arts
Languages : en
Pages : 279
Book Description
How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.
Publisher: Univ of California Press
ISBN: 0520912438
Category : Performing Arts
Languages : en
Pages : 279
Book Description
How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.
Playing with Power
Author: Michelle Nephew
Publisher: Michelle Nephew
ISBN:
Category : Games & Activities
Languages : en
Pages : 253
Book Description
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.
Publisher: Michelle Nephew
ISBN:
Category : Games & Activities
Languages : en
Pages : 253
Book Description
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.
Playing With Power
Author: W.J. May
Publisher: W.J. May
ISBN:
Category : Fiction
Languages : en
Pages : 235
Book Description
Be careful what you wish for… When Aria and her friends get a dangerous vision, they have only moments to act. A life is in danger and they find themselves caught up in the kind of adventure they've always wanted. But things aren't always what they seem. A split-second decision and a surprise invitation change everything, as the gang's lives are turned suddenly upside-down. They struggle to adjust to their new reality, but find that some ties are harder to break than others. Some ties should never have been made in the first place. Some ties can't be broken at all… Kerrigan Kids School of Potential Myths & Magic Kith & Kin Playing With Power Line of Ancestry Descent of Hope Search Terms: sagas, horror romance, horror, fantasy, Young Adult, series, boarding school, paranormal, superpowers, tattoos, mystery, romance, England, supernatural, Tudor, chronicles of kerrigan, w.j. may, New Adult & College Romance, new adult and college, new adult, New Adult & College Romance Paranormal, paranormal romance, paranormal fantasy, superhero, vampires and witches, witches, superhero fantasy ebooks, fantasy new adult, dark fantasy, coming of age, werewolf shifters romance, paranormal shifter r
Publisher: W.J. May
ISBN:
Category : Fiction
Languages : en
Pages : 235
Book Description
Be careful what you wish for… When Aria and her friends get a dangerous vision, they have only moments to act. A life is in danger and they find themselves caught up in the kind of adventure they've always wanted. But things aren't always what they seem. A split-second decision and a surprise invitation change everything, as the gang's lives are turned suddenly upside-down. They struggle to adjust to their new reality, but find that some ties are harder to break than others. Some ties should never have been made in the first place. Some ties can't be broken at all… Kerrigan Kids School of Potential Myths & Magic Kith & Kin Playing With Power Line of Ancestry Descent of Hope Search Terms: sagas, horror romance, horror, fantasy, Young Adult, series, boarding school, paranormal, superpowers, tattoos, mystery, romance, England, supernatural, Tudor, chronicles of kerrigan, w.j. may, New Adult & College Romance, new adult and college, new adult, New Adult & College Romance Paranormal, paranormal romance, paranormal fantasy, superhero, vampires and witches, witches, superhero fantasy ebooks, fantasy new adult, dark fantasy, coming of age, werewolf shifters romance, paranormal shifter r
Playing with Super Power: Nintendo Super NES Classics
Author: Sebastian Haley
Publisher: Prima Games
ISBN: 9780744018691
Category : Nintendo video games
Languages : en
Pages : 0
Book Description
"The console: A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory. The games: Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2! The history: Learn about the SNES development and the visionaries behind this groundbreaking console. The legacy: An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues. The memories: Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power! Speedrunning tips: Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games" --
Publisher: Prima Games
ISBN: 9780744018691
Category : Nintendo video games
Languages : en
Pages : 0
Book Description
"The console: A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory. The games: Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2! The history: Learn about the SNES development and the visionaries behind this groundbreaking console. The legacy: An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues. The memories: Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power! Speedrunning tips: Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games" --
Liahona
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 894
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 894
Book Description
Famous Composers and Their Works
Author: John Knowles Paine
Publisher:
ISBN:
Category : Composers
Languages : en
Pages : 330
Book Description
Publisher:
ISBN:
Category : Composers
Languages : en
Pages : 330
Book Description
The Official Rules of Card Games
Author:
Publisher:
ISBN:
Category : Card games
Languages : en
Pages : 284
Book Description
Publisher:
ISBN:
Category : Card games
Languages : en
Pages : 284
Book Description
The Christian Century
Author:
Publisher:
ISBN:
Category : Christianity
Languages : en
Pages : 1560
Book Description
Publisher:
ISBN:
Category : Christianity
Languages : en
Pages : 1560
Book Description
Everybody's Magazine
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 1112
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 1112
Book Description