Filed under journal | Tags: · computer games, cyborg, feminism, game studies, gender, science fiction, video games
“In the inaugural issue of this journal, Mia Consalvo challenged feminist media studies scholars to confront toxic gamer culture, like that faced by Anita Sarkeesian in response to her Kickstarter campaign, through our research, by documenting, archiving, analyzing, and responding to sexism, racism, ageism, and homophobia in games and game spaces. This issue features six original articles that, in unique and methodologically diverse ways, respond to Consalvo’s challenge.” (from the Introduction)
Ada: A Journal of Gender, New Media, and Technology
Issue no. 2: Feminist Game Studies
Edited by Nina Huntemann, June 2013
Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Publisher University of Oregon Libraries
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“The essays in this issue take us from the past, through Clarissa Lee’s reconsideration of the work of mid-20th-century physicists Emmy Noether and Maria Goeppert Mayer and Jamie “Skye” Bianco’s engagement with the race and class politics of New York City gentrification as refracted through art and fiction, to a wide variety of speculative futures. Many of them take us to the cyborg, yet they do not simply repeat Haraway’s influential figure. For Jilly Dreadful, the cyborg is one among a range of literary tropes that expands into a mode of storytelling; for Deanna Day, the cyborg should be left behind in favor of the critical lens of the zombie. ” (from the Introduction)
Issue no. 3: Feminist Science Fiction
Edited by Alexis Lothian, November 2013
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Filed under book | Tags: · computer games, electronic literature, ergodic literature, hypertext, literary theory, literature, text
Can computer games be great literature? Do the rapidly evolving and culturally expanding genres of digital literature mean that the narrative mode of discourse—novels, films, television series—is losing its dominant position in our culture? Is it necessary to define a new aesthetics of cyborg textuality?
In Cybertext, Espen Aarseth explores the aesthetics and textual dynamics of digital literature and its diverse genres, including hypertext fiction, computer games, computer-generated poetry and prose, and collaborative Internet texts such as MUDs. Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of “ergodic” literature—a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire’s calligrams, with which the reader must perform specific actions to generate a literary sequence.
Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.
Publisher John Hopkins University Press, 1997
ISBN 0801855799, 9780801855795
review (Darren Tofts, Mediamatic)Comment (0)
Filed under book | Tags: · code, computer games, gaming, programming, software, software studies
“This book takes a single line of code–the extremely concise BASIC program for the Commodore 64 inscribed in the title–and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text–in the case of 10 PRINT, a text that appeared in many different printed sources–that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.”
By Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample and Noah Vawter
Publisher MIT Press, November 2012
Software Studies series
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License
ISBN 0262018462, 9780262018463
Review: Håkan Råberg (Computational Culture)Comment (0)