Cybertext


Book Description

Do the rapidly expanding genres of digital literature mean that the narrative mode--novels, films, television drama--is losing its dominant position in our culture? Author Espen Aarseth eases our fears of literary loss (at least temporarily) by pointing out that electronic text requires an interactive response to generate a literary sequence. Where's the fun if you have to write your own ending? 21 illustrations.




Cybertext Poetics


Book Description

Equally interested in what is and what could be, Cybertext Poetics combines ludology and cybertext theory to solve persistent problems and introduce paradigm changes in the fields of literary theory, narratology, game studies, and digital media. The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.




Cybertext Poetics


Book Description

Equally interested in what is and what could be, Cybertext Poetics combines ludology and cybertext theory to solve persistent problems and introduce paradigm changes in the fields of literary theory, narratology, game studies, and digital media. The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.




Text Technologies


Book Description

This coursebook examines the material history of human communication, allowing students and teachers to examine how communication's production, form, materiality, and reception are crucial to our interpretations of culture, history, and society.




Text and Genre in Reconstruction


Book Description

In this broad-reaching, multi-disciplinary collection, leading scholars investigate how the digital medium has altered the way we read and write text. In doing so, it challenges the very notion of scholarship as it has traditionally been imagined. Incorporating scientific, socio-historical, materialist and theoretical approaches, this rich body of work explores topics ranging from how computers have affected our relationship to language, whether the book has become an obsolete object, the nature of online journalism, and the psychology of authorship. The essays offer a significant contribution to the growing debate on how digitization is shaping our collective identity, for better or worse. Text and Genre in Reconstruction will appeal to scholars in both the humanities and sciences and provides essential reading for anyone interested in the changing relationship between reader and text in the digital age.




Cyberpunk


Book Description

Using the exploits of three international hackers, Cyberpunk explores the world of high-tech computer rebels and the subculture they've created. In a book as exciting as any Ludlum novel, the authors show how these young outlaws have learned to penetrate the most sensitive computer networks and how difficult it is to stop them.




Communication as Culture


Book Description

Carey's seminal work joins central issues in the field and redefines them. It will force the reader to think in new and fruitful ways about such dichotomies as transmissions vs. ritual, administrative vs. critical, positivist vs. marxist, and cultural vs. power-orientated approaches to communications study. An historically inspired treatment of major figures and theories, required reading for the sophisticated scholar' - George Gerbner, University of Pennsylvania ...offers a mural of thought with a rich background, highlighted by such thoughts as communication being the 'maintenance of society in time'. - Cast/Communication Booknotes These essays encompass much more than a critique of an academic discipline. Carey's lively thought, lucid style, and profound scholarship propel the reader through a wide and varied intellectual landscape, particularly as these issues have affected Modern American thought. As entertaining as it is enlightening, Communication as Culture is certain to become a classic in its field.




The Paradox of Transgression in Games


Book Description

The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.




First Person


Book Description

The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.




Technology and Literature


Book Description

Whereas previous books have explored how literature depicts or discusses scientific concepts, this book argues that literature is a technology. It shows how literature has been shaped by technological revolutions, and reveals the essential work that literature has done in helping to uncover the consequences of new technologies. Individual chapters focus on how specific literary technologies – the development of writing, the printing press, typewriters, the computer – changed the kinds of stories it was possible to tell, and how one could tell them. They also cover the way that literature has engaged with non-literary technologies – clocks, compasses, trains, telegraphs, cameras, bombs, computer networks – to help its readers to work through the new social configurations and new possibilities for human identity and imagination that they unveil. Human life is inescapably mediated through technology; literature demonstrates this, and thus helps its readers to engage consciously and actively with their technological worlds.