Description |
1 online resource (x, 206 pages) : illustrations |
Contents |
Ludicity and literariness in the digital age -- Ludic books and literary "games" -- Methodology and structure -- Playing with rather than by rules -- Ludology and its philosophical foundations -- Playfulness as aesthetic tool and weapon -- Games, play and literature -- Literature born digital -- Art games versus game art -- Between ludicity and literariness -- Cognitive frameworks for reading and gameplay -- Viewing axolotls : approaching the ludic in digital literature -- The literary-ludic spectrum -- Approaching functional ludo-stylistics -- "The pen is your weapon of choice" : ludic hypertext literature and the play with the reader -- Alea : Deena Larsen's Firefly -- Ilinx : Richard Holeton's Figurski at Findhorn on Acid -- Mimicry : Shelley Jackson's Patchwork Girl -- Agon : Robert Kendall's clues -- Discussion -- "Love poem or break up note?" : ludic hypermedia fiction and loss of grasp -- Heuristic ergodicity in games and digital interactive art -- Analyzing loss of grasp : fallaciousness, heuristic ergodicity and cybertextuality -- "Your innocence drifts away" : anti-ludicity and ludic mechanics in the Princess Murderer -- Antiludicity as subversive design practice -- "Clicking" damsels in distress : the Princess Murderer and its antiludic agenda -- Of windsighs and wayfaring : Blue Lacuna, an epic interactive fiction -- IF as the classic hybrid between adventure game and literary narrative -- Blue Lacuna : epic, novel and game -- A ludostylistic approach to analyzing Blue Lacuna -- The paradox of poetic gaming : evidence of everything exploding -- Digital detournement in game art and art games -- Pop-surrealism and poetry gaming : Jason Nelson's evidence of everything exploding -- From paidia to ludus : The Path, a literary auteur game -- To game or not to game : slowness, drive and allusive fallacy -- The Path : transmediation, tragedy, trauma -- A ludostylistic analysis of The Path |
Summary |
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works |
Analysis |
GAME STUDIES/General |
|
DIGITAL HUMANITIES & NEW MEDIA/General |
|
SOCIAL SCIENCES/Media Studies |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Video games -- Social aspects -- Philosophy
|
|
Digital media -- Philosophy
|
|
Interactive multimedia -- Philosophy
|
|
Hypertext fiction -- History and criticism -- Theory, etc
|
|
Fantasy games -- Philosophy
|
|
Play (Philosophy)
|
|
Intermediality.
|
|
GAMES -- Board.
|
|
SOCIAL SCIENCE -- Media Studies.
|
|
Digital media -- Philosophy
|
|
Intermediality
|
|
Play (Philosophy)
|
Genre/Form |
Criticism, interpretation, etc.
|
Form |
Electronic book
|
ISBN |
9780262322034 |
|
026232203X |
|