Literary Gaming

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Social & Cultural Studies, Social Science
Cover of the book Literary Gaming by Astrid Ensslin, The MIT Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Astrid Ensslin ISBN: 9780262322041
Publisher: The MIT Press Publication: March 14, 2014
Imprint: The MIT Press Language: English
Author: Astrid Ensslin
ISBN: 9780262322041
Publisher: The MIT Press
Publication: March 14, 2014
Imprint: The MIT Press
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from The MIT Press

Cover of the book In the Bubble by Astrid Ensslin
Cover of the book Solar Revolution by Astrid Ensslin
Cover of the book Central Banking in Theory and Practice by Astrid Ensslin
Cover of the book Mobile Communication and Society by Astrid Ensslin
Cover of the book Escape from Empire by Astrid Ensslin
Cover of the book Fascist Pigs by Astrid Ensslin
Cover of the book The Body Populace by Astrid Ensslin
Cover of the book The End of Ownership by Astrid Ensslin
Cover of the book Russian Cosmism by Astrid Ensslin
Cover of the book Shifting Practices by Astrid Ensslin
Cover of the book Rules of Play by Astrid Ensslin
Cover of the book When the Lights Went Out by Astrid Ensslin
Cover of the book Vivarium by Astrid Ensslin
Cover of the book An Economist in the Real World by Astrid Ensslin
Cover of the book Giving Kids a Fair Chance by Astrid Ensslin
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy