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| 003 | IT-RoAPU | ||
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| 019 | _a(OCoLC)1302165024 | ||
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_a9783110718331 _qprint |
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_a9783110719390 _qEPUB |
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_a9783110719239 _qPDF |
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_a10.1515/9783110719239 _2doi |
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| 035 | _a(DE-B1597)9783110719239 | ||
| 035 | _a(DE-B1597)567376 | ||
| 035 | _a(OCoLC)1301546978 | ||
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_aDE-B1597 _beng _cDE-B1597 _erda |
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| 072 | 7 |
_aGAM013000;BISACHIS035000 _2bisacsh |
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| 084 | _aonline - DeGruyter | ||
| 100 | 1 |
_aStone, Jon _eautore |
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| 245 | 1 | 0 |
_aDual Wield : _bThe Interplay of Poetry and Video Games / _cJon Stone. |
| 264 | 1 |
_aMünchen ; _aWien : _bDe Gruyter Oldenbourg, _c[2022] |
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| 264 | 4 | _c©2022 | |
| 300 | _a1 online resource (VIII, 163 p.) | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 0 |
_aVideo Games and the Humanities , _x2700-0400 ; _v3 |
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| 502 |
_aDissertation _cUniversity of East Anglia _d2020. |
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| 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 |
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| 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 |
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| 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 |
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