Description |
1 online resource (268 pages) |
Series |
Frontiers of narrative.
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Frontiers of narrative.
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Bibliography |
Includes bibliographical references and index. |
Contents |
Introduction: David Sedaris's queer poker game -- pt. 1. Theorizing queer ludonarratology -- Theorizing ludonarratology -- Queering ludonarratology -- pt. 2. Structures and readings in queer ludonarrativity -- Win/loss -- Pregame: the thrill of defeat -- Geoffrey Chaucer's queer losers and blissful ludonarrativity -- players -- Pregame: whose side are you on? -- Edward Albee's queer players and sadomasochistic ludonarrativity -- Godgames -- Pregame: fun and games with sociopaths -- David Fincher's films and ludonarrativity's queer godgames -- Rules -- Pregame: may the better player lose! -- J.K. Rowling's Harry Potter novels, muggle quidditch, and ludonarrativity's queer rules -- Children -- Pregame: of preschoolers and prodigies -- Nintendo's queer children and questing -- Ludonarrativity in the Legend of Zelda videogames -- Conclusion: gone home and the ludonarrative limits of queer representation. |
Summary |
Tison Pugh examines the intersection of narratology, ludology, and queer studies, pointing to the ways in which the blurred boundaries between game and narrative provide both a textual and a metatextual space of queer narrative potential. By focusing on these three distinct yet complementary areas, Pugh shifts understandings of the way their play, pleasure, and narrative potential are interlinked. Through illustrative readings of an eclectic collection of cultural artifacts--from Chaucer's Canterbury Tales to Nintendo's Legend of Zelda franchise, from Edward Albee's dramatic masterpiece Who's Afraid of Virginia Woolf? to J.K. Rowling's Harry Potter fantasy novels--Pugh offers perspectives of blissful ludonarratology, sadomasochistic ludonarratology, the queerness of rules, the queerness of godgames, and the queerness of children's questing video games. Collectively, these analyses present a range of interpretive strategies for uncovering the disruptive potential of gaming texts and textual games while demonstrating the wide applicability of queer ludonarratology throughout the humanities. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Ludonarrative -- History and criticism.
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Video games -- Psychological aspects.
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Narration (Rhetoric)
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Rhetoric and psychology.
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Discourse analysis, Narrative.
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Queer theory.
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Homosexuality in literature.
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Gender identity in literature.
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SOCIAL SCIENCE -- Media Studies. |
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Video games -- Psychological aspects |
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Rhetoric and psychology |
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Queer theory |
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Narration (Rhetoric) |
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Discourse analysis, Narrative |
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Gender identity in literature |
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Homosexuality in literature |
Genre/Form |
Criticism, interpretation, etc.
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Other Form: |
Print version: Pugh, Tison. Chaucer's losers, Nintendo's children, and other forays in queer ludonarratology. Lincoln : University of Nebraska Press, 2019 (DLC) 2019009213 |
ISBN |
9781496218858 (electronic bk.) |
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149621885X (electronic bk.) |
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9781496218834 (epub) |
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9781496218841 (mobi) |
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1496218833 (epub) |
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1496218841 (mobi) |
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9781496217615 |
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1496217616 |
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