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Chaucer's Losers, Nintendo's Children, and Other Forays in Queer Ludonarratology /

Tison Pugh examines the intersection of narratology, ludology, and queer studies, pointing to the ways in which the blurred boundaries between game and narrative provide both a textual and a metatextual space of queer narrative potential. By focusing on these three distinct yet complementary areas,...

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Detalles Bibliográficos
Autor principal: Pugh, Tison (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Lincoln : University of Nebraska Press, 2019.
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Pugh, Tison,  |e author. 
245 1 0 |a Chaucer's Losers, Nintendo's Children, and Other Forays in Queer Ludonarratology /   |c Tison Pugh. 
264 1 |a Lincoln :  |b University of Nebraska Press,  |c 2019. 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2019 
264 4 |c ©2019. 
300 |a 1 online resource (306 pages). 
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490 0 |a Frontiers of narrative. 
505 0 |a Introduction: David Sedaris's queer poker game -- pt. 1. Theorizing queer ludonarratology -- Theorizing ludonarratology -- Queering ludonarratology -- pt. 2. Structures and readings in queer ludonarrativity -- Win/loss -- Pregame: the thrill of defeat -- Geoffrey Chaucer's queer losers and blissful ludonarrativity -- players -- Pregame: whose side are you on? -- Edward Albee's queer players and sadomasochistic ludonarrativity -- Godgames -- Pregame: fun and games with sociopaths -- David Fincher's films and ludonarrativity's queer godgames -- Rules -- Pregame: may the better player lose! -- J.K. Rowling's Harry Potter novels, muggle quidditch, and ludonarrativity's queer rules -- Children -- Pregame: of preschoolers and prodigies -- Nintendo's queer children and questing -- Ludonarrativity in the Legend of Zelda videogames -- Conclusion: gone home and the ludonarrative limits of queer representation. 
520 |a Tison Pugh examines the intersection of narratology, ludology, and queer studies, pointing to the ways in which the blurred boundaries between game and narrative provide both a textual and a metatextual space of queer narrative potential. By focusing on these three distinct yet complementary areas, Pugh shifts understandings of the way their play, pleasure, and narrative potential are interlinked. Through illustrative readings of an eclectic collection of cultural artifacts--from Chaucer's Canterbury Tales to Nintendo's Legend of Zelda franchise, from Edward Albee's dramatic masterpiece Who's Afraid of Virginia Woolf? to J.K. Rowling's Harry Potter fantasy novels--Pugh offers perspectives of blissful ludonarratology, sadomasochistic ludonarratology, the queerness of rules, the queerness of godgames, and the queerness of children's questing video games. Collectively, these analyses present a range of interpretive strategies for uncovering the disruptive potential of gaming texts and textual games while demonstrating the wide applicability of queer ludonarratology throughout the humanities. 
588 |a Description based on print version record. 
650 7 |a Homosexuality in literature.  |2 fast  |0 (OCoLC)fst00959825 
650 7 |a Gender identity in literature.  |2 fast  |0 (OCoLC)fst00939607 
650 7 |a Discourse analysis, Narrative.  |2 fast  |0 (OCoLC)fst00894947 
650 7 |a Narration (Rhetoric)  |2 fast  |0 (OCoLC)fst01032927 
650 7 |a Queer theory.  |2 fast  |0 (OCoLC)fst01739572 
650 7 |a Rhetoric and psychology.  |2 fast  |0 (OCoLC)fst01096980 
650 7 |a Video games  |x Psychological aspects.  |2 fast  |0 (OCoLC)fst01166438 
650 7 |a SOCIAL SCIENCE  |x Media Studies.  |2 bisacsh 
650 6 |a Identite sexuelle dans la litterature. 
650 6 |a Homosexualite dans la litterature. 
650 6 |a Theorie queer. 
650 6 |a Discours narratif. 
650 6 |a Rhetorique et psychologie. 
650 6 |a Narration. 
650 6 |a Jeux video  |x Aspect psychologique. 
650 0 |a Gender identity in literature. 
650 0 |a Homosexuality in literature. 
650 0 |a Queer theory. 
650 0 |a Discourse analysis, Narrative. 
650 0 |a Rhetoric and psychology. 
650 0 |a Narration (Rhetoric) 
650 0 |a Video games  |x Psychological aspects. 
650 0 |a Ludonarrative  |x History and criticism. 
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