Performativity in Art, Literature, and Videogames

Performativity in Art, Literature, and Videogames

Jayemanne, Darshana

Springer International Publishing AG

05/2018

331

Mole

Inglês

9783319853963

15 a 20 dias

4447

Descrição não disponível.
1. Introduction: Videogames as PerformancesPart I. Framing Devices: Performative Loops in Literature and Art History2. How to Do Things With Images3. What is Rhyparography?: The Ambiguity of the Framing Device4. 'Fanciful Microscopy': Framing Devices and Uncertainty in Pynchon's The Crying of Lot 49
Part II. Anterior Motives: Performance in Videogames5. Anterior Motives: From Subjective Shot to Portal's Figure of Reversal6. Performative MultiplicitiesPart III. The Body Eclectic: Distortion, Distraction and Tactile Experience7. Serial Aesthetics: Gaming's Metamorphic Bodies and Baudelaire's 'Argot Plastique'8. Physical Wit: Games and the 'Tactile Unconscious'Part IV. Performative Multiplicities: A Method for Analyzing Videogame Performances9. The Nip and the Byte: Analogue and Digital Performances in Videogames10. Time Invaders: Conceptualizing Performative Game TimeConclusion
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Performative Multiplicities;Chronotypology;Narratology;Software and the Body;Digital Games