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video games
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Journal Article
Modern Language Quarterly (2019) 80 (4): 479–494.
Published: 01 December 2019
... television, film, and video games, and now that those genres dominate not only markets but the forms of representativity that used to belong almost exclusively to literature—what is the future for literary studies, either as a scholarly discipline or as an institutional field? Copyright © 2019...
Journal Article
Modern Language Quarterly (2013) 74 (2): 151–170.
Published: 01 June 2013
.../Levin.html . Microsoft . 2007 . Halo 3 . halo.xbox.com/en-us ( accessed December 28, 2011 ). Review . 2010 . Anonymous review of Dante’s Inferno video game , www.amazon.com/Dantes-Inferno-Divine-Playstation-3/dp/B001NX6GBK ( accessed August 10, 2011 ). Robbins J. Albert . 1960...
Journal Article
Modern Language Quarterly (2018) 79 (3): 341–353.
Published: 01 September 2018
... made until recently for the great value of literary study under the new regime of telecommunications. Many people read little print literature anymore. They play video games instead. If little print literature is read, what then is the point of defending the study of George Eliot’s Middlemarch...
Journal Article
Modern Language Quarterly (2013) 74 (2): 141–149.
Published: 01 June 2013
... expansive mediascape,” Damrosch
offers video-game versions of Dante’s Inferno and Murasaki’s Tale of Genji
as worthy exemplars of world literature in a “postliterary age.”
These contributors foreground questions of accessibility and democ
ratization. Who has the opportunity to encounter world...
Journal Article
Modern Language Quarterly (2013) 74 (2): 239–260.
Published: 01 June 2013
... significations: a house of books, a catalog of titles,
a publication series, and, more recently, a virtual space, a digital col-
lection of various artifacts, including but not limited to books, papers,
photographs, music, and video games. The fast pace of globalizing
world economies, in tandem...
Journal Article
Modern Language Quarterly (1997) 58 (4): 367–398.
Published: 01 December 1997
... television,
because aesthetic play in the former context is more interestingly com-
plex, a labor (or game) of accumulating symbolic capital that refuses
the crude calculations of market rationality. One might contrast the
scene of museum going with that of the video game, which, as in the
game...
Journal Article
Modern Language Quarterly (2012) 73 (1): 95–98.
Published: 01 March 2012
... extend
to sequences of DNA, indigenous cultural practices, mythic plots, and even
the ephemeral objects that players craft in video games.2
Pink Pirates offers a valuable critical response to the widespread assault
on the cultural...
Journal Article
Modern Language Quarterly (2012) 73 (1): 98–101.
Published: 01 March 2012
... extend
to sequences of DNA, indigenous cultural practices, mythic plots, and even
the ephemeral objects that players craft in video games.2
Pink Pirates offers a valuable critical response to the widespread assault
on the cultural...
Journal Article
Modern Language Quarterly (2012) 73 (1): 101–104.
Published: 01 March 2012
... that share themes and in uences within
similar cultural elds, likening the position of such genres to that of urban
planning: “go- betweens in a high- stakes game of political and economic
power” Discussing about plays and lms (as well as some video art...
Journal Article
Modern Language Quarterly (2012) 73 (1): 105–108.
Published: 01 March 2012
... that share themes and in uences within
similar cultural elds, likening the position of such genres to that of urban
planning: “go- betweens in a high- stakes game of political and economic
power” Discussing about plays and lms (as well as some video art...
Journal Article
Modern Language Quarterly (2012) 73 (1): 108–112.
Published: 01 March 2012
... extend
to sequences of DNA, indigenous cultural practices, mythic plots, and even
the ephemeral objects that players craft in video games.2
Pink Pirates offers a valuable critical response to the widespread assault
on the cultural...
Journal Article
Modern Language Quarterly (2012) 73 (1): 112–114.
Published: 01 March 2012
... extend
to sequences of DNA, indigenous cultural practices, mythic plots, and even
the ephemeral objects that players craft in video games.2
Pink Pirates offers a valuable critical response to the widespread assault
on the cultural...
Journal Article
Modern Language Quarterly (2012) 73 (1): 115–117.
Published: 01 March 2012
... extend
to sequences of DNA, indigenous cultural practices, mythic plots, and even
the ephemeral objects that players craft in video games.2
Pink Pirates offers a valuable critical response to the widespread assault
on the cultural...
Journal Article
Modern Language Quarterly (2012) 73 (1): 117–121.
Published: 01 March 2012
... that share themes and in uences within
similar cultural elds, likening the position of such genres to that of urban
planning: “go- betweens in a high- stakes game of political and economic
power” Discussing about plays and lms (as well as some video art...
Journal Article
Modern Language Quarterly (2002) 63 (3): 343–363.
Published: 01 September 2002
..., the obsession with
the archive in our age.”8 The photo album, digital video and compact
disc collections, hard and zip drives, and voice mail together offer an
image of a personal archive, a distanced relationship to our own expe-
riences. At the same time, these media are deployed in an increasingly...
Journal Article
Modern Language Quarterly (2007) 68 (4): 575–578.
Published: 01 December 2007
...-twentieth century. The
broad historical scope enables him to contrast the ways in which different
groups at different times have “structured confrontations with chance” (vii)
and to reflect on the forms that these confrontations took as games, as repre-
sentations of them and implicit judgments about...
Journal Article
Modern Language Quarterly (2007) 68 (4): 578–582.
Published: 01 December 2007
... at different times have “structured confrontations with chance” (vii)
and to reflect on the forms that these confrontations took as games, as repre-
sentations of them and implicit judgments about them, and as intersections
between gambling practices and the social and ideological preoccupations...
Journal Article
Modern Language Quarterly (2007) 68 (4): 582–585.
Published: 01 December 2007
... the ways in which different
groups at different times have “structured confrontations with chance” (vii)
and to reflect on the forms that these confrontations took as games, as repre-
sentations of them and implicit judgments about them, and as intersections
between gambling practices and the social...
Journal Article
Modern Language Quarterly (2007) 68 (4): 586–589.
Published: 01 December 2007
...-
bling in France from the Middle Ages to the mid-twentieth century. The
broad historical scope enables him to contrast the ways in which different
groups at different times have “structured confrontations with chance” (vii)
and to reflect on the forms that these confrontations took as games...
Journal Article
Modern Language Quarterly (2016) 77 (3): 419–445.
Published: 01 September 2016
... all. These are not questions of either/or: one is not either for realism or against it, as though this were a football game or a war. Realism posits ‘mixed’ conditions. So do I” (Levine 1981 : 4). 7 Other genealogies for thinking about the significance of emotion in everyday life include...