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There is a broad consensus that digital narrative is "spatial," but what this critical term means and how it is used varies greatly depending on the discipline from which it is approached. Digital Narrative Spaces brings together essays by prominent scholars in electronic literature and other forms of digital authorship to explore the relationship between story and space across these disciplines. This volume includes an introduction with Marie-Laure Ryan’s typology of space, followed by thought-provoking individual chapters which explore innovative explorations of electronic literature, locative media, literary tourism, and the mapping of real-world literary spaces. The collection closes with an essay analyzing continuities and discontinuities in theory of space across the chapters. This volume will provide an important framework for establishing a dialogue across disciplines and future scholarship in these fields.
716 kr
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There is a broad consensus that digital narrative is "spatial," but what this critical term means and how it is used varies greatly depending on the discipline from which it is approached. Digital Narrative Spaces brings together essays by prominent scholars in electronic literature and other forms of digital authorship to explore the relationship between story and space across these disciplines. This volume includes an introduction with Marie-Laure Ryan’s typology of space, followed by thought-provoking individual chapters which explore innovative explorations of electronic literature, locative media, literary tourism, and the mapping of real-world literary spaces. The collection closes with an essay analyzing continuities and discontinuities in theory of space across the chapters. This volume will provide an important framework for establishing a dialogue across disciplines and future scholarship in these fields.
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This book will sketch the dynamics of infrastructure in video games, focusing on the relationship between game rules, fictional world, and player interaction. It will discuss a variety of commercial video games, both mainstream and somewhat niche, that use infrastructure in different ways: Control, Wolfenstein, Fallout, This War of Mine, Exocolonist, Cyberpunk, and Frostpunk.
Video games offer a particularly rich field for thinking about the relationship between narrative and infrastructure. The infrastructures that exist in the fictional worlds of these games define the experience of play in a very direct way: how players are instantiated in the game, how they move around the play space, the resources that are available, and so on. And those infrastructures in turn very directly definite the nature of the fictional world. In contrast to literary fiction, were infrastructures might remain on the periphery of some stories, by virtue of the centrality of player interaction video games are inherently infrastructural.