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First Person

Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 9780262232326
Size: 67.10 MB
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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.

First Person

Author: Noah Wardrip-Fruin
Publisher: MIT Press (MA)
ISBN: 9780262731751
Size: 21.45 MB
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Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on "Monopoly" or even on "Magic: the Gathering." Yet it is widely believed that the market for electronic literature -- predicted by some to be the future of the written word -- languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of "Riding the Bullet" and "The Plant."Isn't it possible, though, that many hugely successful computer games -- those that depend on or at least utilize storytelling conventions of narrative, character, and theme -- can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like "e-books"? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between "story" and "game," as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from "Cyberdrama" to "Ludology" (the study of games), to "The Pixel/The Line" to "Beyond Chat." The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).

First Person

Author: Noah Wardrip-Fruin
Publisher:
ISBN: 9780262335201
Size: 74.69 MB
Format: PDF, ePub
View: 6813
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"Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on 'Monopoly' or even on 'Magic: the Gathering.' Yet it is widely believed that the market for electronic literature—predicted by some to be the future of the written word—languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of 'Riding the Bullet' and 'The Plant.' Isn’t it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn’t it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like 'e-books'? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between 'story' and 'game,' as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment"--Provider website.

Expressive Processing

Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 0262302683
Size: 25.97 MB
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What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough -- or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.

The Newmediareader

Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 9780262232272
Size: 80.23 MB
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A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media.

My Avatar My Self

Author: Zach Waggoner
Publisher: McFarland
ISBN: 0786454091
Size: 21.19 MB
Format: PDF
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With videogames now one of the world’s most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee’s theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player’s sense of self and makes recommendations of terminology for future identity researchers.

Half Real

Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Size: 13.81 MB
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A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.

Gameplay Mode

Author: Patrick Crogan
Publisher: U of Minnesota Press
ISBN: 1452932700
Size: 71.30 MB
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Understanding the military logics that created and continue to inform computer games

How Images Think

Author: Ron Burnett
Publisher: MIT Press
ISBN: 9780262524414
Size: 49.59 MB
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Examines the redefinition of the interactive relationship that humans have with image-based technologies that have so much intelligence programmed into them and how virtual images blur the distinction between subject and object.

Life After New Media

Author: Sarah Kember
Publisher: MIT Press
ISBN: 0262018195
Size: 69.63 MB
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A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and aesthetically" (p. 201).