Description |
1 online resource (x, 206 pages) : illustrations |
Physical Medium |
polychrome |
Description |
text file |
Bibliography |
Includes bibliographical references and index. |
Contents |
Ludicity and literariness in the digital age -- Ludic books and literary "games" -- Methodology and structure -- Playing with rather than by rules -- Ludology and its philosophical foundations -- Playfulness as aesthetic tool and weapon -- Games, play and literature -- Literature born digital -- Art games versus game art -- Between ludicity and literariness -- Cognitive frameworks for reading and gameplay -- Viewing axolotls : approaching the ludic in digital literature -- The literary-ludic spectrum -- Approaching functional ludo-stylistics -- "The pen is your weapon of choice" : ludic hypertext literature and the play with the reader -- Alea : Deena Larsen's Firefly -- Ilinx : Richard Holeton's Figurski at Findhorn on Acid -- Mimicry : Shelley Jackson's Patchwork Girl -- Agon : Robert Kendall's clues -- Discussion -- "Love poem or break up note?" : ludic hypermedia fiction and loss of grasp -- Heuristic ergodicity in games and digital interactive art -- Analyzing loss of grasp : fallaciousness, heuristic ergodicity and cybertextuality -- "Your innocence drifts away" : anti-ludicity and ludic mechanics in the Princess Murderer -- Antiludicity as subversive design practice -- "Clicking" damsels in distress : the Princess Murderer and its antiludic agenda -- Of windsighs and wayfaring : Blue Lacuna, an epic interactive fiction -- IF as the classic hybrid between adventure game and literary narrative -- Blue Lacuna : epic, novel and game -- A ludostylistic approach to analyzing Blue Lacuna -- The paradox of poetic gaming : evidence of everything exploding -- Digital detournement in game art and art games -- Pop-surrealism and poetry gaming : Jason Nelson's evidence of everything exploding -- From paidia to ludus : The Path, a literary auteur game -- To game or not to game : slowness, drive and allusive fallacy -- The Path : transmediation, tragedy, trauma -- A ludostylistic analysis of The Path. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Video games -- Social aspects -- Philosophy.
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Video games -- Social aspects. |
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Philosophy. |
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Digital media -- Philosophy.
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Digital media -- Philosophy. |
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Digital media. |
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Interactive multimedia -- Philosophy.
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Interactive multimedia. |
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Hypertext fiction -- History and criticism -- Theory, etc.
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Hypertext fiction. |
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Fantasy games -- Philosophy.
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Fantasy games. |
Genre/Form |
Fantasy games.
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Subject |
Play (Philosophy)
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Play (Philosophy) |
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Intermediality.
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Intermediality. |
Genre/Form |
Electronic books.
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Other Form: |
Print version: Ensslin, Astrid. Literary gaming. Cambridge, Massachusetts ; London, England : The MIT Press, [2014] 9780262027151 (DLC) 2013029589 (OCoLC)861323047 |
ISBN |
9780262322034 (electronic book) |
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026232203X (electronic book) |
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9780262027151 |
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0262027151 |
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