Inter/vention : free play in the age of electracy
(Book)
Author
Contributors
Status
General Shelving - 3rd Floor
P90 .H655 2012
1 available
P90 .H655 2012
1 available
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Copies
Location | Call Number | Status |
---|---|---|
General Shelving - 3rd Floor | P90 .H655 2012 | On Shelf |
Subjects
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Format
Book
Physical Desc
xxiv, 204 pages : illustrations ; 24 cm
Language
English
Notes
Bibliography
Includes bibliographical references and index.
Description
Chiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to.
Description
In today's complex digital world, we must understand new media expressions and digital experiences not simply as more technologically advanced forms of "writing" that can be understood and analyzed as "texts" but as artifacts in their own right that require a unique skill set. Just as agents seeking to express themselves in alphabetic writing need to be literate, "egents" who seek to express themselves in digital media need to be--to use a term coined by cybertheorist Gregory Ulmer--electrate. In Inter/vention, Jan Holmevik helps to invent electracy. He does so by tracing its path across the digital and rhetorical landscape--informatics, hacker heuretics, ethics, pedagogy, virtual space, and monumentality--and by introducing play as a new genre of electracy. Play, he argues, is the electrate ludic transversal. Holmevik contributes to the repertoire of electrate practices in order to understand and demonstrate how play invents electracy. Holmevik's argument straddles two divergences: in rhetoric, between how we study rhetoric as play and how we play rhetorically and in game studies, between ludology and narratology. Game studies has forged ludology practice by distinguishing it from literate practice (and often allying itself with the scientific tradition). Holmevik is able to link ludology and rhetoric through electracy. Play can and does facilitate invention: Play invented the field of ludology, Holmevik proposes a new heuretic in which play acts as a conductor for the invention of electracy. Play is a meta behavior that touches on every aspect of Ulmer's concept of electracy.
Terms Governing Use and Reproduction
Current Copyright Fee: GBP15.00,0.,Uk
Local note
SACFinal081324
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Citations
APA Citation, 7th Edition (style guide)
Holmevik, J. R., Ulmer, G. L., & Bogost, I. (2012). Inter/vention: free play in the age of electracy . MIT Press.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Holmevik, Jan Rune, Gregory L. Ulmer and Ian, Bogost. 2012. Inter/vention: Free Play in the Age of Electracy. Cambridge, Mass.: MIT Press.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Holmevik, Jan Rune, Gregory L. Ulmer and Ian, Bogost. Inter/vention: Free Play in the Age of Electracy Cambridge, Mass.: MIT Press, 2012.
Harvard Citation (style guide)Holmevik, J. R., Ulmer, G. L. and Bogost, I. (2012). Inter/vention: free play in the age of electracy. Cambridge, Mass.: MIT Press.
MLA Citation, 9th Edition (style guide)Holmevik, Jan Rune., Gregory L. Ulmer, and Ian Bogost. Inter/vention: Free Play in the Age of Electracy MIT Press, 2012.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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