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019 _a(OCoLC)1302165024
020 _a9783110718331
_qprint
020 _a9783110719390
_qEPUB
020 _a9783110719239
_qPDF
024 7 _a10.1515/9783110719239
_2doi
035 _a(DE-B1597)9783110719239
035 _a(DE-B1597)567376
035 _a(OCoLC)1301546978
040 _aDE-B1597
_beng
_cDE-B1597
_erda
072 7 _aGAM013000;BISACHIS035000
_2bisacsh
084 _aonline - DeGruyter
100 1 _aStone, Jon
_eautore
245 1 0 _aDual Wield :
_bThe Interplay of Poetry and Video Games /
_cJon Stone.
264 1 _aMünchen ;
_aWien :
_bDe Gruyter Oldenbourg,
_c[2022]
264 4 _c©2022
300 _a1 online resource (VIII, 163 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aVideo Games and the Humanities ,
_x2700-0400 ;
_v3
502 _aDissertation
_cUniversity of East Anglia
_d2020.
505 0 0 _tFrontmatter --
_tContents --
_tAcknowledgments --
_tNote on the Interactive Elements of the Project --
_tIntroduction: A World of Made --
_t1 The Book and the Maze --
_t2 Mixing Machines, or Some common animating principles that prefigure poem-game interplay --
_t3 Matters of Translation, or What happens when poems and video games borrow from one another --
_t4 Separation Anxiety, or Plotting and visualising the tensions that exist between poetry and video games --
_t5 Marking the Map: Four Types of Interplay --
_t6 Letters from a Wilderness --
_tConclusion --
_tBibliography --
_tMediography --
_tGlossary --
_tIndex
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aIn recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.
530 _aIssued also in print.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023)
650 4 _aHybridität.
650 4 _aIntermedialität.
650 4 _aLiteraturwissenschaft.
650 4 _aVideospiele.
650 7 _aHISTORY / Study & Teaching.
_2bisacsh
653 _ahybridity.
653 _aintermediality.
653 _aliterature.
653 _apoetry.
653 _avideo games.
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.1515/9783110719239
856 4 0 _uhttps://www.degruyter.com/isbn/9783110719239
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9783110719239/original
942 _cEB
999 _c242607
_d242607