LEADER 04181nam 2200697 a 450 001 9910461312803321 005 20200520144314.0 010 $a1-280-49918-4 010 $a9786613594419 010 $a0-262-30165-2 024 8 $aebr10539255 035 $a(CKB)2670000000160485 035 $a(EBL)3339412 035 $a(SSID)ssj0000612112 035 $a(PQKBManifestationID)11388659 035 $a(PQKBTitleCode)TC0000612112 035 $a(PQKBWorkID)10666462 035 $a(PQKB)11136204 035 $a(MiAaPQ)EBC3339412 035 $a(OCoLC)780445242 035 $a(MdBmJHUP)muse24537 035 $a(OCoLC)780445242$z(OCoLC)787846303$z(OCoLC)815436705$z(OCoLC)961602658$z(OCoLC)962609497$z(OCoLC)988409702$z(OCoLC)988437367$z(OCoLC)992091889$z(OCoLC)1037942437$z(OCoLC)1038683512$z(OCoLC)1048180384$z(OCoLC)1050957688$z(OCoLC)1055357644$z(OCoLC)1061057123$z(OCoLC)1066016189$z(OCoLC)1081286761 035 $a(OCoLC-P)780445242 035 $a(MaCbMITP)9162 035 $a(Au-PeEL)EBL3339412 035 $a(CaPaEBR)ebr10539255 035 $a(CaONFJC)MIL359441 035 $a(EXLCZ)992670000000160485 100 $a20110621d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aInter/vention$b[electronic resource] $efree play in the age of electracy /$fJan Rune Holmevik ; foreword by Gregory Ulmer ; afterword by Ian Bogost 210 $aCambridge, Mass. $cMIT Press$d2012 215 $a1 online resource (229 p.) 300 $aDescription based upon print version of record. 311 $a0-262-01705-9 320 $aIncludes bibliographical references and index. 327 $aWidescope -- Hacker noir -- Choral code -- Venture -- Intervention -- Ludic ethics -- Burning chrome. 330 $aChiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to. 330 $aIn 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. 606 $aMass media$xPhilosophy 606 $aDigital media$xPhilosophy 606 $aMass media$xTechnological innovations 606 $aMass media and technology 608 $aElectronic books. 615 0$aMass media$xPhilosophy. 615 0$aDigital media$xPhilosophy. 615 0$aMass media$xTechnological innovations. 615 0$aMass media and technology. 676 $a302.23/101 700 $aHolmevik$b Jan Rune$01027981 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910461312803321 996 $aInter$92443779 997 $aUNINA