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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.
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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