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Offering an interdisciplinary approach to narrative, this book
investigates storyworlds and minds in narratives across media, from
literature to digital games and reality TV, from online
sadomasochism to oral history databases, and from horror to
hallucinations. It addresses two core questions of contemporary
narrative theory, inspired by recent cognitive-scientific
developments: what kind of a construction is a storyworld, and what
kind of mental functioning can be embedded in it? Minds and worlds
become essential facets of making sense and interpreting narratives
as the book asks how story-internal minds relate to the mind
external to the storyworld, that is, the mind processing the story.
With essays from social scientists, literary scholars, linguists,
and scholars from interactive media studies answering these topical
questions, the collection brings diverse disciplines into dialogue,
providing new openings for genuinely transdisciplinary narrative
theory. The wide-ranging selection of materials analyzed in the
book promotes knowledge on the latest forms of cultural and social
meaning-making through narrative, necessary for navigating the
contemporary, mediatized cultural landscape. The combination of
theoretical reflection and empirical analysis makes this book an
invaluable resource for scholars and advanced students in fields
including literary studies, social sciences, art, media, and
communication.
Offering an interdisciplinary approach to narrative, this book
investigates storyworlds and minds in narratives across media, from
literature to digital games and reality TV, from online
sadomasochism to oral history databases, and from horror to
hallucinations. It addresses two core questions of contemporary
narrative theory, inspired by recent cognitive-scientific
developments: what kind of a construction is a storyworld, and what
kind of mental functioning can be embedded in it? Minds and worlds
become essential facets of making sense and interpreting narratives
as the book asks how story-internal minds relate to the mind
external to the storyworld, that is, the mind processing the story.
With essays from social scientists, literary scholars, linguists,
and scholars from interactive media studies answering these topical
questions, the collection brings diverse disciplines into dialogue,
providing new openings for genuinely transdisciplinary narrative
theory. The wide-ranging selection of materials analyzed in the
book promotes knowledge on the latest forms of cultural and social
meaning-making through narrative, necessary for navigating the
contemporary, mediatized cultural landscape. The combination of
theoretical reflection and empirical analysis makes this book an
invaluable resource for scholars and advanced students in fields
including literary studies, social sciences, art, media, and
communication.
An Introduction to Game Studies is the first introductory textbook
for students of game studies. It provides a conceptual overview of
the cultural, social and economic significance of computer and
video games and traces the history of game culture and the
emergence of game studies as a field of research. Key concepts and
theories are illustrated with discussion of games taken from
different historical phases of game culture. Progressing from the
simple, yet engaging gameplay of Pong and text-based adventure
games to the complex virtual worlds of contemporary online games,
the book guides students towards analytical appreciation and
critical engagement with gaming and game studies. Students will
learn to: - Understand and analyse different aspects of phenomena
we recognise as 'game' and play' - Identify the key developments in
digital game design through discussion of action in games of the
1970s, fiction and adventure in games of the 1980s,
three-dimensionality in games of the 1990s, and social aspects of
gameplay in contemporary online games - Understand games as dynamic
systems of meaning-making - Interpret the context of games as
'culture' and subculture - Analyse the relationship between
technology and interactivity and between 'game' and 'reality' -
Situate games within the context of digital culture and the
information society With further reading suggestions, images,
exercises, online resources and a whole chapter devoted to
preparing students to do their own game studies project, An
Introduction to Game Studies is the complete toolkit for all
students pursuing the study of games. The companion website at
www.sagepub.co.uk/mayra contains slides and assignments that are
suitable for self-study as well as for classroom use. Students will
also benefit from online resources at www.gamestudiesbook.net,
which will be regularly blogged and updated by the author.
Professor Frans Mayra is a Professor of Games Studies and Digital
Culture at the Hypermedia Laboratory in the University of Tampere,
Finland.
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