Ready reader one : the stories we tell with, about, and around videogames /

Videogames are a powerful storytelling medium, but what are the stories we tell about videogames, with videogames, around videogames? What can we learn from novels that describe the struggles of young people trapped in virtual reality, from fanfiction that explores the private life of a popular Nint...

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Bibliographic Details
Other Authors: Condis, Megan, 1984- (Editor), Sell, Mike, 1967- (Editor)
Format: Book
Language:English
Published: Baton Rouge : Louisiana State University Press, [2024].
Subjects:
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Summary:Videogames are a powerful storytelling medium, but what are the stories we tell about videogames, with videogames, around videogames? What can we learn from novels that describe the struggles of young people trapped in virtual reality, from fanfiction that explores the private life of a popular Nintendo character, or from a poem that compares Pac-Man to Saint Augustine? An extensive body of scholarship explores the ways videogames create worlds, construct characters and tell emotionally compelling narratives. But very little research has focused on representation of videogames, videogame players and videogame culture in literary texts, whether traditional genres like novels, short stories, memoirs and poems, or non-traditional and emergent forms like fanfiction, how-to-guides, hip-hop lyrics, or young-adult fiction. Ready Reader One is designed to fill that gap. The texts that this book's contributors engage are interesting in their own right. Thomas Pynchon's deployment of the tropes of retrogaming in Bleeding Edge evinces a fascinating inflection of his "paranoid style." Hanna Faith Notess's integration of videogame mechanics into her poetry enables a fascinating and poignant relationship of melancholy, memory objects and the lyric form. The exploration of videogame addiction in memoirs challenges stereotypes and suggests different ways to understand the entanglement of desire and pleasure in the twenty-first century. The stories of virtual reality in the novels of Ernest Cline, Lauren Beuke and Liu Cixin map the ways videogames are transforming our bodies, families and friendships. Beyond their intrinsic value as works of literature, videogame literature provides meaningful perspectives on what videogames are and what they might be. Contributors to this collection demonstrate that videogame literature sheds light on how space, time and identity are being reshaped by videogames, helps us detect emergent forms of play, media, algorithmic systems, surveillance culture and social media and increases our understanding of the larger stories that surround videogames and those who play them.
Item Description:Includes index.
Physical Description:ix, 344 pages ; 24 cm.
ISBN:9780807180891
0807180890
9780807182307
0807182303