Muutke küpsiste eelistusi

Identity and Play in Interactive Digital Media: Ergodic Ontogeny [Kõva köide]

(University of Maryland Baltimore County, USA)
  • Formaat: Hardback, 158 pages, kõrgus x laius: 229x152 mm, kaal: 385 g, 36 Halftones, black and white; 36 Illustrations, black and white
  • Sari: Routledge Advances in Game Studies
  • Ilmumisaeg: 02-Mar-2017
  • Kirjastus: Routledge
  • ISBN-10: 1138229008
  • ISBN-13: 9781138229006
Teised raamatud teemal:
  • Formaat: Hardback, 158 pages, kõrgus x laius: 229x152 mm, kaal: 385 g, 36 Halftones, black and white; 36 Illustrations, black and white
  • Sari: Routledge Advances in Game Studies
  • Ilmumisaeg: 02-Mar-2017
  • Kirjastus: Routledge
  • ISBN-10: 1138229008
  • ISBN-13: 9781138229006
Teised raamatud teemal:

Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.

List of Figures and Illustrations
ix
Preface xiii
Acknowledgments xxi
1 Ergodics and Ludology
1(26)
1.1 Ergodics and Ludology
3(8)
1.2 Making a Case for Interdisciplinarity
11(1)
1.3 Discourse Analysis
12(4)
1.4 Problems with Definitions
16(11)
2 Interactive Play
27(20)
2.1 Play Theory: A Summary for the Unfamiliar
27(5)
2.2 Defining the Player
32(3)
2.3 Interactivity
35(4)
2.4 Evoking Human-Computer Interaction
39(8)
3 Human-Computer Interaction
47(27)
3.1 Game Literacy and Representation: Remediation, Immediacy, and Language
47(5)
3.2 Ergodic Literature and Computer-Mediated Communication
52(3)
3.3 Interview Data: Discourses of Fantasy vs. Reality
55(6)
3.4 Personalized Concepts and Experiences of Play
61(13)
4 New Literacies
74(27)
4.2 Interactive Digital Games as Cultural Narrative and Imagination
74(4)
4.2 Non-linear Storytelling and Narrative Elements of Interactivity
78(5)
4.3 Interview Data: Experiences of Narrative
83(5)
4.4 Divergent Pathways and Potentialities
88(6)
4.5 Experiential Narrative Forms
94(7)
5 Ideology and Self-Identification
101(30)
5.1 Identity and Ideology: Discourse, Gender, and Character Connections
101(6)
5.2 Immersion: Believability, Virtual Worlds, and the Uncanny Valley
107(2)
5.3 Interview Data: Masculinities
109(5)
5.4 Ergodic Ontogeny: Demonstrated in Discourse
114(3)
5.5 Self-Identification and New Media Identity Construction
117(3)
5.6 Role of the Player
120(11)
6 Reflective Research
131(22)
6.1 Layers of Meaning
131(3)
6.2 Limited Identities for Unexpected Players
134(2)
6.3 The Physical Effects of Interactive Play
136(2)
6.4 Reflexivity
138(3)
6.5 In Conclusion
141(12)
Index 153
Sara M. Cole is a filmmaker and independent scholar. She teaches media and culture courses and makes low-budget movies in Baltimore, Maryland. Her newest class, The Language of Political News, will be offered through Osher at Johns Hopkins University in Spring 2017. Dr. Coles past publications address concepts of gender representation and connections between work and play.