ludology

By Luciana Gattass, 10 October, 2012
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ISBN
978-85-85653-97-2
Pages
384
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Abstract (in original language)

Artemídia e Cultura Digital, de Artur Matuck e Jorge Luiz Antonio inaugura a coleção homônima que a Musa Editora lança ao mesmo tempo que o livro, divisão da Biblioteca Aula (abriga as diversas coleções da Musa), “Artemídia e Cultura Digital”, dirigida por Artur Matuck e amparada por um Conselho Editorial de notáveis que nos desvendará o novo de toda parte pela sugestão de autores e obras que darão continuidades às publicações. O livro reúne os textos produzidos no simpósio Acta Media III – Simpósio Internacional de Artemídia e Cultura Digital, que ocorreu não apenas no espaço físico e no tempo restrito das palestras e subsequentes debates, mas também nos domínios virtuais e nos tempos diferenciados de interlocução do ciberespaço. As palestras foram ministradas no auditório do MAC-USP, de setembro a dezembro de 2004, mas o processo virtual estendeu-se até março de 2005. A organização em livro, já prevista, ocorreu posteriormente e sua edição incorporou novos atores, com relevância no trabalho de design, tomando a cara gráfica do livro que ora lançamos.

Pull Quotes

Na época atual, as várias possibilidades de interação entre os diversos campos artísticos, diferentes áreas do conhecimento e novas tecnologias provocam a mudança de paradigmas frente ao objeto estético, que passa a incorporar elementos tecnológicos, políticos e sociais – não se encaixando no que tradicionalmente seria chamado de obra de arte. A criação extrapola as fronteiras preestabelecidas, invadindo outras áreas da produção intelectual e gerando novos objetos artísticos na forma de instalações cíbridas; arte telemática; videogames; experimentos hipermídia; comunidades e ambientes virtuais; processos e eventos que alternam e sobrepõem o físico e o ecrânico. Ao inaugurar uma nova relação entre os artefatos comunicacionais, científicos e tecnológicos, essas criações incitam a investigação sobre as linguagens que estão sendo gestadas por meio de suportes híbridos, além de fomentar o debate a respeito dos desafios e das implicações das novas tecnologias para a sociedade contemporânea. Essas questões estão colocadas não só para o artista e o pesquisador, mas também e notadamente para a Universidade, enquanto espaço de consolidação de novos conceitos capazes de responder às problemáticas emergentes. A proposta de ACTA MEDIA (Simpósio Internacional de Artemídia e Cultura Digital), coordenado pelo professor doutor Artur Matuck desde 2002 é reunir produções acadêmico-artístico-culturais que trabalham com a convergência de linguagens, mídias e tecnologias, a fim de instigar comunidades de pensamento e reflexão sobre a cultura digital. O Simpósio procura implantar, a cada edição, um processo dialógico de construção colaborativa do conhecimento, no qual mediadores, debatedores, tecnólogos, pesquisadores, criadores e público interagem por meio de uma metodologia que privilegia o fluxo de informações dentro de um conceito de autoria compartilhada. O livro Artemídia e Cultura Digital apresenta os conteúdos veiculados no ACT A MEDIA III , realizado pelo Programa de Pós-Graduação Interunidades em Estética e História da Arte em colaboração com o Museu de Arte Contemporânea da Universidade de São Paulo, de setembro a novembro de 2004. O último capítulo, a-intertextualidade, inclui o registro de um processo alternativo de criação textual no qual exercícios experimentais de elaboração intertextual foram realizados pelos alunos que participaram e interagiram nos ambientes presenciais e virtuais do simpósio.

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By Patricia Tomaszek, 9 September, 2012
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Pull Quotes

A prominent representative of ludology, the academic study of games, Markku Eskelinen has gathered in this impressively fat book (with frequently inserted recapitulative figures, but totally deprived of any other illustration) his essential thinking on the subject. However, one should prevent the reader from the very start that the scope of Eskelinen's book is strictly formal and theoretical: what he intends to establish is a general framework for the description and analysis of all texts that can be produced and read today. More specifically, his ambition is to list the various dimensions that can be distinguished in a literary text, whatever form such a text may take, and to study the combinatory principles that rule their use.

By Kristine Turøy, 6 September, 2012
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Abstract (in English)

Opening with the debate between ludologists and narratologists this essay tries to show that there is a narrative aspect in computer games that has nothing to do with background stories and cut scenes. A closer analysis of two sequences, taken from the MMORPG Everquest II and the adventure game Black Mirror, is the basis for a distinction between three aspects of this kind of narrative in computer games: the sequence of activities of the player, the sequence of events as it is determined by the mechanics of the game and the sequence of events understood as a plot, that is as a sequence of (chronologically) ordered and causally linked events. This kind of narrative is quite remote from the proto- typical narrative serving as a source for most narratological considerations. All media and not only computer games therefore actually need their own narratology.

 Source: author's abstract

By Jörgen Schäfer, 16 March, 2012
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Year
Publisher
ISBN
978-1-4411-2438-8
978-1-4411-0745-9
Pages
462
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All Rights reserved
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Approved by librarian
Abstract (in English)

Equally interested in what is and what could be, Cybertext Poetics combines ludology and cybertext theory to solve persistent problems and introduce paradigm changes in the fields of literary theory, narratology, game studies, and digital media. The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.

(Source: Continuum online catalog.)

By Patricia Tomaszek, 22 November, 2011
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Year
Journal volume and issue
volume 5. 3
ISSN
1938-4122
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

Locative technologies hold out the promise to transform literary space in all of its dimensions, including its represented spaces, reading interfaces, and the very spaces within which literature is produced and consumed. Yet, despite the growing use of location-based technologies, authors and readers alike have been slow to take to site-specific narrative due to limitations inherent in both the current design of locative media systems and our received notions of what constitutes the narrative experience.

This paper argues that new mobile reading platforms in general are altering conceptions of literary space in highly conflicted ways, by radically expanding the sites where narratives can be accessed and experienced even as they reinforce a residual notion of literary reading as a sedentary and decontextualized experience. Locative media likewise hold out the promise of increased mobility and contextual awareness, but confront several cultural and technological factors preventing such an enhanced emplacement of narrative, factors that current performance-oriented approaches cannot fully address. At the level of cognitive engagement, the conditioned expectation of being "transported" to a remote fictional world interferes with readers' appreciation of the locative narrative's close ties to the real world, as well as the contextual effects it elicits by means of transportation through the actual world. At the technical level, the discontinuous algorithms of place that inform the architecture of most locative media systems hinder the perception of narrative patterning and flow across more extensive spaces.

Locative media thus operationalize the spatial tension between conventionally sedentary modes of literary engagement and new modalities of mobility, a tension that is constitutive of our present mediality. The study concludes with a discussion of StoryTrek, a next-generation locative hypernarrative system designed to enable more complex, dynamic and fluid modes of embodied narrative spatiality. By encouraging the user to actively form complex narrative links between real and fictional spaces, StoryTrek enables utopian forms of spatial play that neutralize both the spatial limitations of current locative media design and the sedentary reading practices that continue to structure the experience of digital literature.

By Patricia Tomaszek, 27 May, 2011
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Pages
xiv, 404
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Abstract (in English)

The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others. Experiences of these works are mediated by implications, frustrations, and the limiting figures of their protagonists.

(Source: From the author´s website)

By Raine Koskimaa, 28 March, 2011
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Abstract (in English)

The Cybertext Yearbook publication series started in 2000. Since 2003 the volumes have mainly been theme based. The main editors are Markku Eskelinen and Raine Koskimaa. There are also guest editors for theme issues. Despite the name, the volumes don't necessarily appear annually.

Abstract (in original language)

The Cybertext Yearbook -julkaisusarja käynnistyi vuonna 2000. Vuodesta 2003 lähtien yksittäiset numerot ovat keskittyneet tiettyyn teemaan. Päätoimittajina toimivat Markku Eskelinen ja Raine Koskimaa. Teemanumeroilla on usein myös vieraileva toimittaja. Nimestään huolimatta julkaisuja ei välttämättä ilmesty vuosittain.

By Jill Walker Rettberg, 23 February, 2011
Publication Type
Language
Year
Publisher
ISBN
978-0-415-97720-3
Record Status
Abstract (in English)

A textbook on video games written by three researchers affiliated with the Center for Computer Games Studies at the IT University in Copenhagen.