Performativity in Art, Literature, and Videogames
Autor Darshana Jayemanneen Limba Engleză Hardback – 26 iul 2017
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Specificații
ISBN-13: 9783319544502
ISBN-10: 3319544500
Pagini: 327
Ilustrații: XI, 331 p. 28 illus., 27 illus. in color.
Dimensiuni: 148 x 210 x 25 mm
Greutate: 5.46 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Locul publicării:Cham, Switzerland
ISBN-10: 3319544500
Pagini: 327
Ilustrații: XI, 331 p. 28 illus., 27 illus. in color.
Dimensiuni: 148 x 210 x 25 mm
Greutate: 5.46 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Locul publicării:Cham, Switzerland
Cuprins
1. Introduction: Videogames as Performances
Part I. Framing Devices: Performative Loops in Literature and Art History
2. How to Do Things With Images
3. What is Rhyparography?: The Ambiguity of the Framing Device
4. 'Fanciful Microscopy': Framing Devices and Uncertainty in Pynchon's The Crying of Lot 49
Part II. Anterior Motives: Performance in Videogames
5. Anterior Motives: From Subjective Shot to Portal’s Figure of Reversal
6. Performative Multiplicities
Part III. The Body Eclectic: Distortion, Distraction and Tactile Experience
7. Serial Aesthetics: Gaming’s Metamorphic Bodies and Baudelaire's 'Argot Plastique'
8. Physical Wit: Games and the 'Tactile Unconscious'
Part IV. Performative Multiplicities: A Method for Analyzing Videogame Performances
9. The Nip and the Byte: Analogue and Digital Performances in Videogames
10. Time Invaders: Conceptualizing Performative Game TimeConclusion
Notă biografică
Darshana Jayemanne is Lecturer in Art, Media and Games at Abertay University, UK. Previously he was a researcher at The University of Melbourne, Australia. His current work investigates art, media and games and has appeared in venues such as Fibreculture, ToDiGRA Journal and The Journal of Broadcasting and Electronic Media.
Caracteristici
Providing a coherent vocabulary for describing the chronotypologies of videogame performances, this book orients itself to opening new interdisciplinary possibilities in games studies
Addresses key problems which remain unresolved in academic discussions of games, including issues related to nonlinearity and narrative and the problem of tactile, embodied experience
Introduces ideas from critical theory and art history to the study of games that have heretofore been under-examined in the field
Addresses key problems which remain unresolved in academic discussions of games, including issues related to nonlinearity and narrative and the problem of tactile, embodied experience
Introduces ideas from critical theory and art history to the study of games that have heretofore been under-examined in the field