Overview
- Providing a coherent vocabulary for describing the chronotypologies of videogame performances, this book orients itself to opening new interdisciplinary possibilities in games studies
- Addresses key problems which remain unresolved in academic discussions of games, including issues related to nonlinearity and narrative and the problem of tactile, embodied experience
- Introduces ideas from critical theory and art history to the study of games that have heretofore been under-examined in the field
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About this book
This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.
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Keywords
Table of contents (10 chapters)
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Framing Devices: Performative Loops in Literature and Art History
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Anterior Motives: Performance in Videogames
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The Body Eclectic: Distortion, Distraction and Tactile Experience
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Performative Multiplicities: A Method For Analysing Videogame Performances
Reviews
“As soon as we begin from the problematic of resolving how videogames are performatively framed, Jayemanne lines up a history which immediately falls into view. By reversing and inverting cherished and long-held models of reading videogames, Jayemanne has built the case for considering literary, art and game framing devices all together. While game studies is beset on all sides by the recumbent social sciences, human-computer interaction models, the remnants of a dissipated and digitized humanities, scholars are still returning to the big and critical questions of how things make meaning. In cataloguing his “new eclectic bodies, forms of physical wit, anterior motives and intention spans”, Jayemanne captures the energy of this intellectual moment, and announces a historical question unlike any other, while looking forward to how we’ll study ourselves tomorrow.” (Christian McCrea, Lecturer in Media and Communication, RMIT University, Australia)
Authors and Affiliations
About the author
Darshana Jayemanne is Lecturer in Art, Media and Games at Abertay University, UK. Previously he was a researcher at The University of Melbourne, Australia. His current work investigates art, media and games and has appeared in venues such as Fibreculture, ToDiGRA Journal and The Journal of Broadcasting and Electronic Media.
Bibliographic Information
Book Title: Performativity in Art, Literature, and Videogames
Authors: Darshana Jayemanne
DOI: https://doi.org/10.1007/978-3-319-54451-9
Publisher: Palgrave Macmillan Cham
eBook Packages: Literature, Cultural and Media Studies, Literature, Cultural and Media Studies (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s) 2017
Hardcover ISBN: 978-3-319-54450-2Published: 26 July 2017
Softcover ISBN: 978-3-319-85396-3Published: 13 May 2018
eBook ISBN: 978-3-319-54451-9Published: 12 July 2017
Edition Number: 1
Number of Pages: XI, 331
Number of Illustrations: 1 b/w illustrations, 27 illustrations in colour
Topics: Digital/New Media, Media and Communication, Popular Culture , Performing Arts, Literature and Technology/Media