1 option
Ready Reader One : The Stories We Tell with, about, and Around Videogames / edited by Megan Amber Condis and Mike Sell.
- Format:
- Book
- 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
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.