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Ready Reader One : The Stories We Tell with, about, and Around Videogames / edited by Megan Amber Condis and Mike Sell.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Contributor:
Condis, Megan, 1984- editor.
Sell, Mike, 1967- editor.
Language:
English
Subjects (All):
Video games in literature.
Video gamers in literature.
Physical Description:
1 online resource (377 pages)
Edition:
First edition.
Place of Publication:
Baton Rouge, Louisiana : Louisiana State University Press, [2024]
Summary:
Ready Reader One, edited by Megan Amber Condis and Mike Sell, explores the narratives surrounding video games. The book delves into gaming literacy as a crucial twenty-first-century skill, examining how games function as systems of rules and semiotic structures. It discusses the cultural and social impact of video games, their role in storytelling, and the phenomenon of gamification in non-gaming contexts such as education and corporate environments. The editors aim to provide a multidisciplinary analysis, incorporating philosophy, sociology, and game studies, to understand the broader implications of gaming culture. The intended audience includes scholars, students, and anyone interested in the intersection of literature and digital media. Generated by AI.
Contents:
Cover
Title Page
Copyright Page
Contents
Acknowledgments
Introduction: The Stories We Tell With, About, and Around Videogames
PART I. VIDEOGAME STORIES AS LITERATURE
Gamers of the World, Unite! Gamification and Governmentality in Ready Player One and For the Win
Level Up! Emulating Posthumanity in Lucky Wander Boy
“Why Can’t a Game Make Us Understand More, See More, and Feel More?”: The Avatar and Temporality-Function in Dennis Cooper’s God Jr. and Jeanette Winterson’s The Gap of Time
“We Really SLAY Everywhere”: Virtual Reality, Identity, and Black Girl Magic in Brittney Morris’s SLAY
“It’s As If We’re Free of Ourselves”: Minecraft and Techno-Utopias in Keith Stuart’s A Boy Made of Blocks
PART II. VIDEOGAME STORIES AS DISCOURSE
From Players to Storytellers: Machinima, In-Game Photography, and Gamics
Them’s Fighting Words! Explorations of Boss Battle Language in The Legend of Zelda: Ocarina of Time Walkthroughs
Who’s Fooling WHO? Addiction and Autobiography in Gamelife: A Memoir
Reading Fans Reading: The Beginner’s Guide to Fan Theories and Videogame Interpretations
The Uses of Ludobiography: How to Read Life-Writing About Videogaming
The Wrath of Disgruntled Fandom: Canon, Representation, and Mass Effect: Deception
Murakami and Me: My Quest to Understand Why Haruki Murakami’s Novels Give Me Videogame Vibes and What to Take Away from That
PART III. VIDEOGAME STORIES AS ARTIFACTS
Half-Light Histories: Uncovering Videogames’ Disorienting Origins in Kentucky Route Zero and Disco Elysium
Feeling Reading, Reading Feelies: A Postdigital Prehistory of the Written Culture of Videogames
Get Ready to Read! The Fictionalization of Videogame Worlds for Young Readers
Nonsense Games: Cultures of Play Since Alice’s Adventures in Wonderland
Games at the Threshold: Paratexts and Storyworld Creation in Digital Games
Contributors
Index Generated by AI.
Notes:
Description based on publisher supplied metadata and other sources.
Part of the metadata in this record was created by AI, based on the text of the resource.
Description based on print version record.
ISBN:
0-8071-8229-X
0-8071-8227-3
OCLC:
1433205953

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