Neverending Stories

Neverending Stories PDF Author: R. Lyle Skains
Publisher: Bloomsbury Publishing USA
ISBN: 1501364936
Category : Social Science
Languages : en
Pages : 289

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Book Description
Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.

Cybertext

Cybertext PDF Author: Espen J. Aarseth
Publisher: JHU Press
ISBN: 9780801855795
Category : Literary Criticism
Languages : en
Pages : 222

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Book Description
Do the rapidly expanding genres of digital literature mean that the narrative mode--novels, films, television drama--is losing its dominant position in our culture? Author Espen Aarseth eases our fears of literary loss (at least temporarily) by pointing out that electronic text requires an interactive response to generate a literary sequence. Where's the fun if you have to write your own ending? 21 illustrations.

 PDF Author:
Publisher: Springer Nature
ISBN: 2384763210
Category :
Languages : en
Pages : 744

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Book Description


Game Preview

Game Preview PDF Author: Nicolae Sfetcu
Publisher: Nicolae Sfetcu
ISBN:
Category : Games & Activities
Languages : en
Pages : 825

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Book Description
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.

First Person

First Person PDF Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 9780262232326
Category : Computers
Languages : en
Pages : 360

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Book Description
The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.

Aesthetics

Aesthetics PDF Author: Michel-Antoine Xhignesse
Publisher: Taylor & Francis
ISBN: 1000837505
Category : Philosophy
Languages : en
Pages : 313

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Book Description
Aesthetics: 50 Puzzles, Paradoxes, and Thought Experiments is a teaching-focused resource, which highlights the contributions that imaginative scenarios—paradoxes, puzzles, and thought experiments alike—have made to the development of contemporary analytic aesthetics. The book is divided into sections pertaining to art-making, ontology, aesthetic judgements, appreciation and interpretation, and ethics and value, and offers an accessible summary of ten debates falling under each section. Each entry also features a detailed annotated bibliography, making it an ideal companion for courses surveying a broad collection of topics and readings in aesthetics. Key Features: Uses a problem-centered approach to aesthetics (rather than author- or theory-centered) making the text more inviting to first-time students of the subject Offers stand-alone chapters, allowing students to quickly understand an issue and giving instructors flexibility in assigning readings to match the themes of the course Provides up-to-date, annotated bibliographies at the end of each entry, amounting to an extensive review of the literature on contemporary analytic aesthetics

Avatars of Story

Avatars of Story PDF Author: Marie-Laure Ryan
Publisher: U of Minnesota Press
ISBN: 9781452908786
Category : Interactive multimedia
Languages : en
Pages : 310

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Book Description
Marie-Laure Ryan moves beyond literary works to examine other media, especially electronic narrative forms, revealing how story, a form of meaning that transcends cultures and media, achieves diversity by presenting itself under multiple avatars. Ryan considers texts such as the reality television show Survivor, the film The Truman Show, and software-driven hypertext fiction, and anticipates the time when media will provide new ways to experience stories.

Time

Time PDF Author: Joel Burges
Publisher: NYU Press
ISBN: 1479874841
Category : Literary Criticism
Languages : en
Pages : 382

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Book Description
The critical condition and historical motivation behind Time Studies The concept of time in the post-millennial age is undergoing a radical rethinking within the humanities. Time: A Vocabulary of the Present newly theorizes our experiences of time in relation to developments in post-1945 cultural theory and arts practices. Wide ranging and theoretically provocative, the volume introduces readers to cutting-edge temporal conceptualizations and investigates what exactly constitutes the scope of time studies. Featuring twenty essays that reveal what we talk about when we talk about time today, especially in the areas of history, measurement, and culture, each essay pairs two keywords to explore the tension and nuances between them, from “past/future” and “anticipation/unexpected” to “extinction/adaptation” and “serial/simultaneous.” Moving beyond the truisms of postmodernism, the collection newly theorizes the meanings of temporality in relationship to aesthetic, cultural, technological, and economic developments in the postwar period. This book thus assumes that time—not space, as the postmoderns had it—is central to the contemporary period, and that through it we can come to terms with what contemporaneity can be for human beings caught up in the historical present. In the end, Time reveals that the present is a cultural matrix in which overlapping temporalities condition and compete for our attention. Thus each pair of terms presents two temporalities, yielding a generative account of the time, or times, in which we live.

Videogame, player, text

Videogame, player, text PDF Author: Barry Atkins
Publisher: Manchester University Press
ISBN: 1526185601
Category : Social Science
Languages : en
Pages : 265

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Book Description
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

New Narratives

New Narratives PDF Author: Ruth Page
Publisher: U of Nebraska Press
ISBN: 0803238363
Category : Literary Criticism
Languages : en
Pages : 297

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Book Description
Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic modes of storytelling have, in their own turn, demanded a rapid and radical rethinking of narrative theory. This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication. New Narratives reflects the diversity of its subject by bringing together some of the foremost practitioners and theorists of digital narratives. It extends the range of digital subgenres examined by narrative theorists to include forms that have become increasingly prominent, new examples of experimental hypertext, and contemporary video games. The collection also explicitly draws connections between the development of narrative theory, technological innovation, and the use of narratives in particular social and cultural contexts. Finally, New Narratives focuses on how the tools provided by new technologies may be harnessed to provide new ways of both producing and theorizing narrative. Truly interdisciplinary, the book offers broad coverage of contemporary narrative theory, including frameworks that draw from classical and postclassical narratology, linguistics, and media studies.