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Inter/vention : free play in the age of electracy /

Chiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Holmevik, Jan Rune
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Mass. : MIT Press, ©2012.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Holmevik, Jan Rune. 
245 1 0 |a Inter/vention :  |b free play in the age of electracy /  |c Jan Rune Holmevik ; foreword by Gregory Ulmer ; afterword by Ian Bogost. 
246 3 |a Intervention 
260 |a Cambridge, Mass. :  |b MIT Press,  |c ©2012. 
300 |a 1 online resource (xxiv, 204 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
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504 |a Includes bibliographical references (pages 169-181) and index. 
505 0 |a Widescope -- Hacker noir -- Choral code -- Venture -- Intervention -- Ludic ethics -- Burning chrome. 
588 0 |a Print version record. 
520 |a Chiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to. 
520 |a 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 
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650 0 |a Mass media  |x Philosophy. 
650 0 |a Digital media  |x Philosophy. 
650 0 |a Mass media  |x Technological innovations. 
650 0 |a Mass media and technology. 
650 6 |a Médias  |x Philosophie. 
650 6 |a Médias numériques  |x Philosophie. 
650 6 |a Médias  |x Innovations. 
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650 7 |a Mass media  |x Philosophy  |2 fast 
650 7 |a Mass media  |x Technological innovations  |2 fast 
653 |a GAME STUDIES/General 
653 |a SOCIAL SCIENCES/Media Studies 
758 |i has work:  |a Inter/vention (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCH8F4RMPx7q3pPFKW6JWwy  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Holmevik, Jan Rune.  |t Inter/vention.  |d Cambridge, Mass. : MIT Press, ©2012  |z 9780262017053  |w (DLC) 2011026379  |w (OCoLC)741273530 
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