ABSTRACT
Despite the common tendency to understand computer games as a medium somewhere between film and traditional software, this paper argues for a more appropriate position amongst literature. This writing explores the opportunities in analogizing digital games not as art, but as literature. Within this framing new opportunities reveal themselves for innovative game design and more manageable archiving of games and their relationships. It should prove useful to media theorists, designers, and game librarians seeking a new way to frame the analysis and production of digital games.
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- Valve Corporation. Portal. Bellevue, Washington, Oxtober 9, 2007.Google Scholar
- Broken Rules. And Yet it Moves. Vienna, Austria, April 2, 2009.Google Scholar
- Billal, W., Lydersen, K. Shoot an Iraqi Art, Life and Resistance Under the Gun. September, 2008.Google Scholar
- Gottschalk, P. Hamlet and the Scanning of Revenge. Shakespeare Quarterly, Vol. 24, No. 2 (Spring, 1973), pp. 155-170. Folger Shakespeare Library.Google ScholarCross Ref
- Murray, J. Hamlet on the holodeck: the future of narrative in cyberspace. New York, New York: Simon and Schuster Inc., 1997. Google ScholarDigital Library
- McMahan, A. Immersion, Engagement, and Presence in The Video Game Theory Reader, by Mark J. P. Wolf and Bernard Perron, 67-76. New York: Routledge, 2003.Google Scholar
- Titus Software. Superman 64. Paris, France, May 29, 1999.Google Scholar
- Bungie. Halo: Combat Evolved. Bellevue, Washington, November 15, 2001.Google Scholar
- Giant Sparrow. The Unfinished Swan. Santa Monica, CA, 09 01, 2008.Google Scholar
- Rockstar Games. Red Dead Revolver. San Diego, CA. May 3, 2004Google Scholar
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- Rainey, L., Poggie, C., Wittman, L. Futurism: An Anthology. New Haven, CT: Yale University Press, 2009.Google Scholar
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- Number None. Braid. Berkely, CA., August 6, 2008.Google Scholar
- Experimental Gameplay Project, http://experimentalgameplay.com/Google Scholar
Index Terms
- Making and analyzing games: not as art, but as literature
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