Performativity in Art, Literature, and Videogames

Authors: Jayemanne, Darshana

  • Providing a coherent vocabulary for describing the chronotypologies of videogame performances, this book orients itself to opening new interdisciplinary possibilities in games studies
  • Addresses key problems which remain unresolved in academic discussions of games, including issues related to nonlinearity and narrative and the problem of tactile, embodied experience
  • Introduces ideas from critical theory and art history to the study of games that have heretofore been under-examined in the field
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eBook $89.00
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  • ISBN 978-3-319-54451-9
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  • Immediate eBook download after purchase
Hardcover $119.99
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  • ISBN 978-3-319-54450-2
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Softcover $119.99
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  • ISBN 978-3-319-85396-3
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
About this book

This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

About the authors

Darshana Jayemanne is Lecturer in Art, Media and Games at Abertay University, UK. Previously he was a researcher at The University of Melbourne, Australia. His current work investigates art, media and games and has appeared in venues such as Fibreculture, ToDiGRA Journal and The Journal of Broadcasting and Electronic Media.

Reviews

“As the novelty of the academic study of videogames fades into institutional respectability and disciplinary convention there is a need more than ever for an ambitious theory of games and gameplay that insists on their strangeness, instability and messiness. Jayemanne’s central concept of performative multiplicity draws critical attention to the aesthetics, cybernetics and lived experience of digital games as media in play, and articulates them with expressive and creative culture at large. Matching astute analysis of popular games with philosophical and anthropological insight, the book is challenging and thought-provoking throughout. Performativity in Art, Literature and Videogames promises to be both a key text for an ambitious game studies, and a provocative invitation to rethink and re-view the philosophies, histories, and futures of art and media from a ludic perspective.” (Seth Giddings, Associate Professor of Digital Culture and Design, Winchester School of Art, University of Southampton, UK)

“As soon as we begin from the problematic of resolving how videogames are performatively framed, Jayemanne lines up a history which immediately falls into view. By reversing and inverting cherished and long-held models of reading videogames, Jayemanne has built the case for considering literary, art and game framing devices all together. While game studies is beset on all sides by the recumbent social sciences, human-computer interaction models, the remnants of a dissipated and digitized humanities, scholars are still returning to the big and critical questions of how things make meaning. In cataloguing his “new eclectic bodies, forms of physical wit, anterior motives and intention spans”, Jayemanne captures the energy of this intellectual moment, and announces a historical question unlike any other, while looking forward to how we’ll study ourselves tomorrow.” (Christian McCrea, Lecturer in Media and Communication, RMIT University, Australia)

Table of contents (10 chapters)

  • Introduction: Videogames as Performances

    Jayemanne, Darshana

    Pages 1-27

  • How to Do Things with Images

    Jayemanne, Darshana

    Pages 31-53

  • What Is Rhyparography? The Ambiguity of the Framing Device

    Jayemanne, Darshana

    Pages 55-78

  • ‘Fanciful Microscopy’ – Framing Devices and Uncertainty in Pynchon’s The Crying of Lot 49

    Jayemanne, Darshana

    Pages 79-100

  • Anterior Motives – From Subjective Shot to Portal’s Figure of Reversal

    Jayemanne, Darshana

    Pages 103-126

Buy this book

eBook $89.00
price for USA (gross)
  • ISBN 978-3-319-54451-9
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $119.99
price for USA
  • ISBN 978-3-319-54450-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $119.99
price for USA
  • ISBN 978-3-319-85396-3
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Performativity in Art, Literature, and Videogames
Authors
Copyright
2017
Publisher
Palgrave Macmillan
Copyright Holder
The Editor(s) (if applicable) and The Author(s)
eBook ISBN
978-3-319-54451-9
DOI
10.1007/978-3-319-54451-9
Hardcover ISBN
978-3-319-54450-2
Softcover ISBN
978-3-319-85396-3
Edition Number
1
Number of Pages
XI, 331
Number of Illustrations
1 b/w illustrations, 27 illustrations in colour
Topics