Description
Book Synopsis: The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.
Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on Monopoly or even on Magic: the Gathering. Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.
Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books?
The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.
This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).
Details
Are you ready to explore the exciting intersection of story and game? Look no further than the groundbreaking book, "New Media As Story, Performance, And Game" from MIT Press. In today's digital age, electronic games have taken the world by storm, outselling traditional board games and captivating a global audience. But what about electronic literature? This thought-provoking book challenges the notion that this form of storytelling is languishing and instead proposes that successful computer games can be seen as examples of electronic literature.
Imagine experiencing literature that goes beyond the confines of a traditional book. "New Media As Story, Performance, And Game" reveals the profound impact of interactivity and procedural elements on the future of storytelling. As the truly significant new forms of electronic literature emerge, they prove to be deeply interactive and immersive, transcending the limitations of paper-like e-books. You won't want to miss out on being at the forefront of this groundbreaking revolution.
What sets this book apart is the exceptional roster of contributors. In partnership with the online journal Electronic Book Review, the editors have gathered a diverse group of new media theorists and practitioners for a captivating series of discussions. Each section includes presentations, followed by thought-provoking responses. Topics range from the study of games (Ludology) to Cyberdrama and go even further to explore new frontiers such as The Pixel/The Line and Beyond Chat. The interactive format of these conversations has led contributors to revise, update, and expand their presentations to provide you with the most engaging and up-to-date insights.
Don't miss your chance to delve into the future of interactive storytelling. Get your copy of "New Media As Story, Performance, And Game" now and join the conversation that is shaping the next generation of literature. Get your copy here!
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