Literary gaming /
This book examines literary videogames, hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on g...
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| Format: | Book |
| Language: | English |
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Cambridge, Massachusetts ; London, England :
The MIT Press,
[2014]
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Table of Contents:
- Theory and methodology and structure
- Playing with rather than by rules
- Between ludicity and literariness
- "The pen is your weapon of choice" : Ludic hypertext literature and the play with the reader
- "Love poem or break up note?" : ludic hypermedia fiction and loss of grasp
- "Your innocence drifts away" : Antiludicity and Ludic mechanics in the princess murderer
- Of windsighs and wayfaring : blue Lacuna, an epic interactive fiction
- The paradox of poetic gaming : evidence of everything exploding
- From paidia to ludus : The Path, a literary auteur game.