Inter/vention : free play in the age of electracy
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The work Inter/vention : free play in the age of electracy represents a distinct intellectual or artistic creation found in University of Missouri Libraries. This resource is a combination of several types including: Work, Language Material, Books.
The Resource
Inter/vention : free play in the age of electracy
Resource Information
The work Inter/vention : free play in the age of electracy represents a distinct intellectual or artistic creation found in University of Missouri Libraries. This resource is a combination of several types including: Work, Language Material, Books.
- Label
- Inter/vention : free play in the age of electracy
- Title remainder
- free play in the age of electracy
- Statement of responsibility
- Jan Rune Holmevik ; foreword by Gregory Ulmer ; afterword by Ian Bogost
- Title variation
- Intervention
- Subject
-
- Digital media -- Philosophy
- Digital media -- Philosophy
- Electronic book
- Electronic books
- GAME STUDIES/General
- Mass media -- Philosophy
- Mass media -- Philosophy
- Mass media -- Technological innovations
- Mass media -- Technological innovations
- Mass media and technology
- Mass media and technology
- SOCIAL SCIENCE -- Media Studies
- SOCIAL SCIENCES/Media Studies
- Language
- eng
- Summary
-
- Chiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to
- In today's complex digital world, we must understand new media expressions and digital experiences not simply as more technologically advanced forms of "writing" that can be understood and analyzed as "texts" but as artifacts in their own right that require a unique skill set. Just as agents seeking to express themselves in alphabetic writing need to be literate, "egents" who seek to express themselves in digital media need to be--to use a term coined by cybertheorist Gregory Ulmer--electrate. In Inter/vention, Jan Holmevik helps to invent electracy. He does so by tracing its path across the digital and rhetorical landscape--informatics, hacker heuretics, ethics, pedagogy, virtual space, and monumentality--and by introducing play as a new genre of electracy. Play, he argues, is the electrate ludic transversal. Holmevik contributes to the repertoire of electrate practices in order to understand and demonstrate how play invents electracy. Holmevik's argument straddles two divergences: in rhetoric, between how we study rhetoric as play and how we play rhetorically and in game studies, between ludology and narratology. Game studies has forged ludology practice by distinguishing it from literate practice (and often allying itself with the scientific tradition). Holmevik is able to link ludology and rhetoric through electracy. Play can and does facilitate invention: Play invented the field of ludology, Holmevik proposes a new heuretic in which play acts as a conductor for the invention of electracy. Play is a meta behavior that touches on every aspect of Ulmer's concept of electracy
- Cataloging source
- N$T
- Dewey number
- 302.23/101
- Illustrations
- illustrations
- Index
- index present
- LC call number
- P90
- LC item number
- .H655 2012eb
- Literary form
- non fiction
- Nature of contents
-
- dictionaries
- bibliography
Context
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