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  1. Videogames and Art

    Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His book explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence. He draws parallels with the film industry, but also highlights the limitations of such comparisons and the problems that the videogame industry has faced previously in imitating too-closely the structures and techniques of the film industry. His book ends with practical advice to the games industry on measures that it should adopt to produce more distinctive and creative work.

    Ana Isabel Jimenez Sanchez - 23.09.2021 - 12:10

  2. Will Computer Games Ever Be a Legitimate Art Form?

    Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His article explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence. He draws parallels with the film industry, but also highlights the limitations of such comparisons and the problems that the videogame industry has faced previously in imitating too-closely the structures and techniques of the film industry. 

    Ana Isabel Jimenez Sanchez - 23.09.2021 - 12:11

  3. The impact of hypertext on processes of reading and writing

    Charney writes about how computers are changing the processes of reading and writing.

    Kira Guehring - 23.09.2021 - 12:16

  4. From Theorizing to Analyzing Digital Fiction

    In the introduction, the editors of the book take into account themes within digital fiction surrounding scope, logistical difficulties, multifocal perspective, narratological frameworks, multimodalities, new generations and paradigm shift. Further, the editors explain the structure and content of the book.

    Agnete Thomassen Steine - 23.09.2021 - 17:46

  5. Media-Specific Metalepsis in 10:01

    ‘In “Media-Specific Metalepsis in 10:01” Alice Bell analyses Lance Olsen and Tim Guthrie’s 10:01 to show that digital fiction facilitates new types of metalepses. More specifically, she shows that both ascending and descending metalepses occur via sound effects, external links, and, visually, via the cursor that the reader uses to select links. She shows that possible worlds theory provides a better approach to metalepsis than the Genettean model, particularly in a digital context, because it allows us to analyse the reader’s role in the metaleptic jump more accurately. Adding a hermeneutic dimension, the chapter concludes that the metaleptic ontological breaches are related to the text’s thematic concern with commerce and consumerism in contemporary Western society.’

    (Source: from the book introduction)

    Agnete Thomassen Steine - 23.09.2021 - 17:52

  6. Digital Fiction and Worlds of Perspective

    ‘In “Digital Fiction and Worlds of Perspective” David Ciccoricco also interrogates narrative theory’s ability to analyze nonprint fiction. Beginning with an overview of classical theoretical models of focalization, he presents an analysis of Judd Morrissey’s (2000) The Jew’s Daughter and Stuart Moulthrop’s (2007) Radio Salience to show how and why narrative theory must be revisited if it is to be applied to narration in digital texts.’

    (Source: from the book introduction)

    Agnete Thomassen Steine - 23.09.2021 - 17:56

  7. What Is Fanfiction and Why Are People Saying Such Nice Things about It?

    "What Is Fanfiction and Why Are People Saying Such Nice Things about It?" gets into what fanfiction and how it works online as well as  literary and narrative theory, ethnography, feminism and queer theory, and cultural studies. The article also gets into the values of creative work made by fans.

    Caroline Tranberg - 24.09.2021 - 01:23

  8. Playing with rather than by the Rules: Metaludicity, Allusive Fallacy and Illusory Agency in The Path.

    Chapter in the book Analyzing Digital Fiction. The chapter looks at literary-fictional video games, and how they could be examined using The Path by Tale of Tales from 2009. The chapter also looks into the Ryan`s idea of ludo-narrativism while analysing The Path.

    Caroline Tranberg - 24.09.2021 - 01:37

  9. Routledge interdisciplinary perspectives on literature

    Routledge interdisciplinary perspectives on literature

    University of Bergen Library - 24.09.2021 - 12:37

  10. Routledge studies in new media and cyberculture

    Routledge studies in new media and cyberculture

    University of Bergen Library - 24.09.2021 - 12:44

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