Ludonarrative Synchronicity In The Bioshock Trilogy
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Author |
: Lyz Reblin-Renshaw |
Publisher |
: Springer Nature |
Total Pages |
: 89 |
Release |
: 2020-12-11 |
ISBN-10 |
: 9783030638689 |
ISBN-13 |
: 3030638685 |
Rating |
: 4/5 (89 Downloads) |
Synopsis Ludonarrative Synchronicity in the 'BioShock' Trilogy by : Lyz Reblin-Renshaw
This book presents a new methodology, ludonarrative synchronicity, to analyze the interplay between narrative and gameplay in video games. Using the BioShock franchise as a case study, this book aims to show the interaction of these two elements can form various subjects. Rather than prioritizing one over the other, ludonarrative synchronicity seeks to explore how video game texts function. By analyzing a trio of games focused on choice and control, this book manages to show how players, along with developers, can create their own subjects. Ludonarrative Synchronicity in the BioShock Trilogy will appeal not only to fans of the franchise, but to students and scholars of narrative theory, game design, and posthumanism.
Author |
: Frank G. Bosman |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Total Pages |
: 124 |
Release |
: 2022-11-07 |
ISBN-10 |
: 9783110731019 |
ISBN-13 |
: 3110731010 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Video Games as Art by : Frank G. Bosman
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.
Author |
: Benjamin Beil |
Publisher |
: transcript Verlag |
Total Pages |
: 364 |
Release |
: 2021-11-30 |
ISBN-10 |
: 9783732854219 |
ISBN-13 |
: 3732854213 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Paratextualizing Games by : Benjamin Beil
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Author |
: Grant Tavinor |
Publisher |
: John Wiley & Sons |
Total Pages |
: 240 |
Release |
: 2009-11-19 |
ISBN-10 |
: 1444310186 |
ISBN-13 |
: 9781444310184 |
Rating |
: 4/5 (86 Downloads) |
Synopsis The Art of Videogames by : Grant Tavinor
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
Author |
: Peter Verstraten |
Publisher |
: University of Toronto Press |
Total Pages |
: 273 |
Release |
: 2009-01-01 |
ISBN-10 |
: 9780802095053 |
ISBN-13 |
: 0802095054 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Film Narratology by : Peter Verstraten
In Film Narratology, Peter W.J. Verstraten makes film narratives his primary focus, while noting the unexplored and essentially different narrative effects that film can produce with mise-en-scène, cinematography, and editing.
Author |
: Ian Bogost |
Publisher |
: U of Minnesota Press |
Total Pages |
: 200 |
Release |
: 2015-11-15 |
ISBN-10 |
: 9781452949871 |
ISBN-13 |
: 1452949875 |
Rating |
: 4/5 (71 Downloads) |
Synopsis How to Talk about Videogames by : Ian Bogost
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
Author |
: Darshana Jayemanne |
Publisher |
: Springer |
Total Pages |
: 330 |
Release |
: 2017-07-12 |
ISBN-10 |
: 9783319544519 |
ISBN-13 |
: 3319544519 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Performativity in Art, Literature, and Videogames by : Darshana Jayemanne
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.
Author |
: Dawn Stobbart |
Publisher |
: BRILL |
Total Pages |
: 297 |
Release |
: 2019-01-04 |
ISBN-10 |
: 9781848882959 |
ISBN-13 |
: 1848882955 |
Rating |
: 4/5 (59 Downloads) |
Synopsis Engaging with Videogames: Play, Theory and Practice by : Dawn Stobbart
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.
Author |
: Astrid Ensslin |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 219 |
Release |
: 2017-09-16 |
ISBN-10 |
: 9780230357082 |
ISBN-13 |
: 0230357083 |
Rating |
: 4/5 (82 Downloads) |
Synopsis The Language of Gaming by : Astrid Ensslin
This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.
Author |
: Astrid Ensslin |
Publisher |
: MIT Press |
Total Pages |
: 217 |
Release |
: 2014-03-14 |
ISBN-10 |
: 9780262322041 |
ISBN-13 |
: 0262322048 |
Rating |
: 4/5 (41 Downloads) |
Synopsis Literary Gaming by : Astrid Ensslin
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology. After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary “auteur” game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.