textual studies

By Scott Rettberg, 23 February, 2017
Publication Type
Language
Year
ISBN
978-0-8166-8004-7
Journal volume and issue
42
License
All Rights reserved
Record Status
Abstract (in English)

Proposes a new paradigm for the humanities by recognizing print as a medium within a comparative context

Primarily arguing for seeing print as a medium along with the scroll, electronic literature, and computer games, this volume examines the potential transformations if academic departments embraced a media framework. The editors bring together an impressive range of leading scholars to offer new insights for better understanding the implications of the choices we, and our institutions, are making.  

(Source: University of Minnesota Press catalog)

By Scott Rettberg, 8 December, 2016
Publication Type
Language
Year
Pages
15-51
Journal volume and issue
14
License
All Rights reserved
Record Status
Abstract (in English)

The article considers "first generation digital objects" from the standpoint of textual studies, considering "digital media themselves from the specific vantage points of bibliography and textual criticism." Kirschenbaum discusses in detail different editions of Michael Joyce's afternoon and Deena Larsen's work in editing an edition of William Dickey's electronic poetry in HyperCard.

Platform referenced
By Alvaro Seica, 29 August, 2014
Publication Type
Language
Year
Publisher
ISBN
978-0415960564
Pages
x, 198
Record Status
Librarian status
Approved by librarian
Abstract (in English)

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made. (Source: Routledge)

Creative Works referenced
By Alvaro Seica, 26 August, 2013
Publication Type
Language
Year
ISBN
2020189054
Pages
573
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
By Scott Rettberg, 29 June, 2013
Author
Publication Type
Language
Year
ISBN
9780226401218
Pages
753
Record Status
Librarian status
Approved by librarian