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1-6 of 6 Search Results for
videogames
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Journal Article
Poetics Today (2022) 43 (4): 729–771.
Published: 01 December 2022
... to conceptualize metareferential interfaces as interfaces that foreground and draw attention to their own mediality. They thus allow for videogame-specific forms of metareference and metalepsis to be employed as part of often quite experimental and aesthetically ambitious approaches to videogame design. Using...
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Journal Article
Poetics Today (2022) 43 (4): 779–781.
Published: 01 December 2022
... University and a lecturer in media studies and media education at Osnabrück University, Germany. Her PhD project focusses on the forms and functions of metareference in videogames. Publications include “No Straight Answers: Queering Hegemonic Masculinity in BioWare's Mass Effect ” ( Game Studies 2018...
Journal Article
Poetics Today (2019) 40 (2): 269–297.
Published: 01 June 2019
... .” In Playing the Past: History and Nostalgia in Videogames , edited by Whalen Zach Taylor Laurie N. , 215 – 38 . Nashville : Vanderbilt University Press . Furniss Maureen . 1999 . Art in Motion: Animation Aesthetics . London : John Libbey . Galloway Dana . 2013...
Journal Article
Poetics Today (2022) 43 (4): 773–776.
Published: 01 December 2022
... fictions, and narrative videogames. Discussing works by Stuart Mouthrop and others, they note the difference between early Storyspace hyperfictions that foreground their sometimes confusing contradictions and later interactive works that playfully use multiple incompatible narrative sequences, offering...
Journal Article
Poetics Today (2015) 36 (1-2): 1–31.
Published: 01 June 2015
...).
Bogost, Ian
2007 Persuasive Games: The Expressive Power of Videogames (Cambridge, MA: MIT Press).
Bowskill, Sarah E. L.
2011 Gender, Nation, and the Formation of the Twentieth-Century Mexican Literary Canon (London:
Legenda).
Brown, Joan L.
2010 Confronting Our Canons: Spanish and Latin...
Journal Article
Poetics Today (2017) 38 (2): 393–412.
Published: 01 June 2017
... in the process of adaptation and merchandizing
(Murray 2008: 8). “The entertainment industry is just that: an industry.
Comic books become live-action movies, televised cartoons, videogames,
and even action toys” (Hutcheon and O’Flynn 2012: 88). The consumer’s par-
ticipation in the industry is an adaptation...