LEADER 03186nam 22005775 450 001 9910832998403321 005 20240605210551.0 010 $a9789048554232 010 $a9048554233 024 7 $a10.1515/9789048554232 035 $a(CKB)29934564500041 035 $a(DE-B1597)665634 035 $a(DE-B1597)9789048554232 035 $a(OCoLC)1390664009 035 $a(ScCtBLL)4c02205b-01c8-4c01-8d32-d55b171cd231 035 $a(EXLCZ)9929934564500041 100 $a20240130h20232023 fg 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVideogame Formalism $eOn Form, Aesthetic Experience and Methodology /$fJasper van Vught, Alex Mitchell 210 1$aAmsterdam :$cAmsterdam University Press,$d[2023] 210 4$d2023 215 $a1 online resource (264 p.) 225 0 $aGames and Play ;$vVolume 10 311 08$aPrint version: 9789463720663 327 $tFrontmatter -- $tGames and Play -- $tTable of Contents -- $tList of Figures and Tables -- $tAcknowledgements -- $tPreface -- $t1. Introduction -- $t2. On Videogame Form -- $t3. On Aesthetic Experience -- $t4. On Methodology -- $t5. Applying Formalism -- $t6. Conclusion -- $tBibliography -- $tAbout the Authors -- $tIndex 330 $aFormalism is often used as an all-embracing term covering a range of ontological and methodological approaches in game studies, with little connection to the history or tradition of the approach in other fields. This dilutes the usefulness of the approach, and invites (often unfounded) criticism. Videogame Formalism addresses these issues through an exploration of the historical and theoretical roots of formalist approaches to videogame analysis, situating this approach within games studies, and arguing for its importance and applicability as a methodological toolkit and a theoretical framework for understanding the aesthetic experience of videogames. It presents an overview of how formalist approaches can provide insights into the ways games create aesthetic experiences through the use of poetic gameplay devices, and lays out a comprehensive yet flexible methodological framework for undertaking a formalist analysis of games. This approach is then demonstrated through a series of detailed examples and case studies. 410 0$aGames and Play. 606 $aGames 606 $aVideo games$xAuthorship 606 $aVideo games$xPhilosophy 606 $aVideo games$xStructure 606 $aVideo games$xAesthetics 606 $aVideo games$xCriticism and interpretation 615 0$aGames. 615 0$aVideo games$xAuthorship. 615 0$aVideo games$xPhilosophy. 615 0$aVideo games$xStructure. 615 0$aVideo games$xAesthetics. 615 0$aVideo games$xCriticism and interpretation. 700 $aMitchell$b Alex$4aut$4http://id.loc.gov/vocabulary/relators/aut$01038024 702 $aVan Vught$b Jasper$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a9910832998403321 996 $aVideogame Formalism$94128187 997 $aUNINA LEADER 04561nam 2200493zu 450 001 9910141823603321 005 20210807002018.0 035 $a(CKB)2670000000409805 035 $a(SSID)ssj0000985834 035 $a(PQKBManifestationID)11509535 035 $a(PQKBTitleCode)TC0000985834 035 $a(PQKBWorkID)10933420 035 $a(PQKB)11324621 035 $a(WaSeSS)Ind00074142 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/43504 035 $a(oapen)doab43504 035 $a(EXLCZ)992670000000409805 100 $a20160829d2011 uy 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 00$aCollaborative approaches to the digital in English studies 210 $cUtah State University Press/ Computers and Composition Digital Press$d2011 210 31$a[Place of publication not identified]$cUtah State University Press$d2011 215 $a1 online resource (310 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$a0-87421-887-X 330 $aAs a field concerned with the production, consumption, and analysis of texts, English studies is also necessarily and uniquely tied to the technologies that support those activities. As those technologies evolve, the field evolves new research and teaching practices and new ways of using and thinking about digital tools. No longer the sole purview of a handful of specialists, digital texts (multimedia, Web content, digitized material, etc.), tools (software and hardware), and user practices (how readers and writers interact with, read, compose, analyze, share, and remix digital texts) pervade the field, from literary studies to writing studies and beyond. Although many English studies professionals have assimilated, investigated, and experimented with digital tools and associated practices on their own, such work is often facilitated by strategic collaborations. In fact, as this collection?s chapters demonstrate, forming collaborative partnerships is often the most productive way?if not the only way?to address research, professionalization, teaching, program development, and other challenges that arise as the field responds to digitality. Collaborative Approaches to the Digital in English Studies joins the ongoing conversation about collaborative work in the humanities. Instead of focusing exclusively on the digital humanities or emphasizing only the large-scale computational analysis or archival projects typical of that field of study, the collection focuses on a variety of projects led by or involving English studies professionals in particular. In doing so, the collection demonstrates growing interest in and diverse application of collaborative methods within the field and provides examples of the exigencies that have prompted a move away from the stereotypical lone-scholar model of scholarly work toward collaborative endeavors. The first aim of the collection is to present readers with compelling examples of how English studies professionals are employing collaborative approaches to the digital, thereby providing an up-to-date perspective on the nature of the work colleagues are doing as they come together around technology-related research and teaching questions. The second aim is to provide readers with concepts and models they can use in their own work as educators, researchers, and administrators. With chapters by Joyce Neff, Liza Potts, and Carl Whithaus; Lisa Spiro, Laura McGrath; Jim Ridolfo, Martine Courant Rife, Kendall Leon, Amy Diehl, Jeff Grabill, Douglas Walls, and Stacey Pigg; Sean McCarthy and Lauren Mitchell Nahas; Matt Barton and Kevin Moberly; Magnus Gustafsson, Donna Reiss, Art Young, and Linda Bradley; Caroline Cason Barratt, Jill Parrott, and Erin Presley; Monica Bulger, Jessica Murphy, Jeff Scheible, and Elizabeth Lagresa; Alan Liu; and Jentery Sayers. 606 $aEnglish$2HILCC 606 $aLanguages & Literatures$2HILCC 606 $aEnglish Language$2HILCC 610 $aEnglish philology -- Study and teaching -- Technological innovations. English philology -- Study and teaching -- Research. English philology -- Computer-assisted instruction. 615 7$aEnglish 615 7$aLanguages & Literatures 615 7$aEnglish Language 700 $aLaura McGrath$4auth$01844193 702 $aMcGrath$b Laura 801 0$bPQKB 906 $aBOOK 912 $a9910141823603321 996 $aCollaborative approaches to the digital in English studies$94426472 997 $aUNINA