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Performativity in Art, Literature, and Videogames

Autor Darshana Jayemanne
en Limba Engleză Hardback – 26 iul 2017
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.
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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

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 Time
Conclusion

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