Poetic Videogames A Haiku Perspective

Poetic Videogames  A Haiku Perspective
Author: Thomas J. Papa
Publsiher: Lulu.com
Total Pages: 50
Release: 2013-11
Genre: Games & Activities
ISBN: 9781291667103

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This book was originally submitted to the IT University of Copenhagen as a master's thesis in 2013 under the title of ""Games and Poetry: Player associations with poetic game experiences."" It explores the concept of the poetic videogame, a game that has an imaginative or sensitively emotional style of expression or effect on the player that, as a whole, is different from the kinds of experiences that shape the current videogame landscape. It offers a framework for the creation of poetic videogames by looking at one specific type of poetry; haiku. This is accomplished by applying the forms and conventions of haiku, such as its three elements; when, where, what, or the five-seven-five pattern, to videogames.

Game Poems

Game Poems
Author: Jordan Magnuson
Publsiher: Amherst College Press
Total Pages: 220
Release: 2023-05-12
Genre: Art
ISBN: 9781943208524

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Scholars, critics, and creators describe certain videogames as being "poetic," yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition--that is, when read as "game poems." Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. "Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems." -- Jesse Schell, author of The Art of Game Design "Magnuson shines a sensitive and incisive light on small, often moving, videogames." -- D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT "[Game Poems] tells a new story about games-- that games can be lyrical, beautiful, emotionally challenging--to inspire creators and critics alike." --Noah Wardrip-Fruin, author of How Pac-Man Eats "Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics."--Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives "For far too long videogames have flourished - and commanded both capital and attention - in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar's ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the 'lens of poetry' in order to discover - and help create - a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic."--John Cayley, Brown University "In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too."--Frank Lantz, Director, NYU Game Center "Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it."--Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology "A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a 'lyric reading' to games so that our engagement with, and appreciation of, games can be enhanced feels deeply personal. Drawing from a wide range of games and computational media scholars, poetry scholars, game creators, and poets, Magnuson provides a rigorous, balanced, and unique interdisciplinary contribution. A must-read for videogame scholars, practicing game makers, and anyone interested in the potential of 'game poems.'"--Susana Ruiz, University of California, Santa Cruz "This book tenaciously wrenches videogame hermeneutics from the insatiable maws of rhetoric and narratology--to the cheers of poets everywhere. In elucidating the lyric characteristics of the "game poem," Magnuson demonstrates not just that poetry is a useful lens for understanding videogames, but also that videogames can be a useful lens for understanding poetry. A rewarding text for scholars, game designers, poets, and anyone in between."--Allison Parrish, Interactive Telecommunications Program and Interactive Media Arts, NYU "A concise, passionate articulation - and defense! - of an artistic space between poems and videogames. If game scholars wish to prove that they are not engaged merely in an apologetics for violent pornography, they need only to teach this book."--Chris Bateman, author of Imaginary Games and 21st Century Game Design "I feel I've found a kindred spirit in Jordan Magnuson and his practical recommendations for creating distilled, compelling, personal videogames - throw out the conventions of game design one at a time? Yes, please! The revelation for me in this book, however, is the heat and power of the language of poets and poetry brought close to videogame design. There's much in here worth pursuing to kindle the fires of new and exciting videogame poems, and Jordan is a capable and delightfully humble guide."--Pippin Barr, author of How to Play a Video Game and The Stuff Games Are Made Of "With Game Poems, Jordan Magnuson lays to rest any last vestige of the notion that the implicit limits of games are as 'entertainment products'. By taking games seriously as successors of the lyric poetry tradition, he opens up new avenues for how game designers can think about what they do, how critical game theorists can approach their many-faceted object of study, and how players can more fully engage with videogames."--Soraya Murray, author of On Video Games "Game Poems shines an important light on a neglected area of videogame theory and provides unique guidance for those interested in exploring the poetic potential of videogames."--Jenova Chen, designer of Flow, Flower, Journey, and Sky: Children of the Light "Popular frameworks for video game scholarship consistently fail to account for the most avant-garde and affective works of interactive art. With Game Poems, Jordan Magnuson provides not only a lens to understand these diverse and important titles but also a guide to constructing the next generation of personal and incisive games. With numerous examples from decades of experimental games, including Magnuson's own minimalist and insightful work, this book is an excellent introduction to the form for neophytes as well as finally providing words to describe a movement that many experienced game poets previously understood only intuitively."--Gregory Avery-Weir, creator of The Majesty of Colors and Looming "Jordan Magnuson is one of a surprisingly small group of artists who see in the technology of videogames a versatile medium capable of expressing much more than conventional games."--Michaël Samyn, co-founder, Tale of Tales; co-creator of Sunset, The Graveyard, and The Path "So much has been written about what games are, and yet there's always a new way of thinking about them. In Jordan Magnuson's Game Poems we discover that games are also a lyrical form of art; that games can be understood as poetry, and that the making games as poetry creates new modes of artistic expression. Jordan Magnuson's book is a fascinating exploration of games as poetry, and the poetry of play."--Miguel Sicart, author of Play Matters, Beyond Choices: The Design of Ethical Gameplay, and Playing Software "In Game Poems, I found a new perspective on the kind of videogames that are dearest to me: short, personal, poetic games. By looking at games through the lens of lyric poetry, Jordan Magnuson puts into focus the workings of that mysterious hodgepodge of audio, visuals, and interactivity: the language of videogames. Both experienced and novice game makers will find approachable, practical advice on the craft of videogames. And anyone who plays short games will find new ways of appreciating and talking about them. I know I will be returning to it for inspiration when making my own small games!"--Adam Le Doux, creator of Bitsy "As a creator and researcher, Jordan Magnuson has been able to demonstrate through the utmost visual simplicity, by enhancing basic geometric forms, the empathetic capacity of the videogame medium. Game Poems explores this idea and the reconfiguration of the videogame beyond its ludic component, highlighting the artistic and poetic potential of games."--Antonio César Moreno Cantano, University Complutense of Madrid "Poems ask us to slow down, pay attention, and take the time to appreciate our experiences. Emerging from Magnuson's need to find ways to talk about his own creative practice, this book is all about discovering ways to do this with videogames. Magnuson explores what it means to view videogames as poetry, and provides insight, as a practitioner, on how to make game poems that enable and encourage this type of reflection. Drawing on a wide range of sources, from literature and philosophy to game studies and game design, this book covers a lot of material, but always remains grounded in concrete examples and solid theory. The book ends with a call to "go make some game poems!" After reading the book, I was keen to do exactly that. I urge you to do the same!"--Alex Mitchell, National University of Singapore "To many, poetry is a dying - or dead - art form. Few people sit down at night to open their favorite poet's chapbook with the latest streaming service at hand or their favorite videogame console sitting nearby. Spectacle seems to be the cultural norm, and this can be no more evident than in videogames: when the latest and greatest offers 60+ hours of spine-tingling excitement, why would someone want to launch a smaller-form game about expressions such as love, death, loneliness, or even God? But, as Jordan Magnuson, in his new book Games Poems, shows, poems have always been an integral piece of forming human culture. Poems have the ability to get right to the heart of the matter and, in fact, pierce the heart of the reader. Poems can be a form of cultural resistance, and even launch revolutions. Magnuson's book highlights what it means to use the medium of game design as poetry. Magnuson presents several examples of the intricacies of poetry in general, as well as work that fuses the ideals of poetry with game design. Magnuson succinctly examines how the imagination, rhythm, intensity, style - and brevity - of poetry can enlighten the game design process in order to form possibility spaces within videogames that are pointed and powerful."--Tim Samoff, Games and Interactive Media Program Director, Azusa Pacific University

A Slow Year

A Slow Year
Author: Ian Bogost
Publsiher: Unknown
Total Pages: 139
Release: 2010
Genre: Games
ISBN: 1933900164

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A collection of four one kilobyte games for the Atari Video Computer System, one for each seasosn, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical iput. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku--poetry generated by computer--9 bits worth for each season."--Unedited summary from back cover.

Eurasian Business and Economics Perspectives

Eurasian Business and Economics Perspectives
Author: Ender Demir,Mehmet Hüseyin Bilgin,Hakan Danis,Fabrizio D'Ascenzo
Publsiher: Springer Nature
Total Pages: 473
Release: 2023-07-25
Genre: Business & Economics
ISBN: 9783031300615

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EBES conferences have been an intellectual hub for academic discussion in economics, finance, and business fields and provide network opportunities for participants to make long-lasting academic cooperation. This is the 26th volume of the Eurasian Studies in Business and Economics (EBES’s official proceeding series), which includes selected papers from the 39th EBES Conference which took place in 2022 in Rome. The conference was organized with the support of the Istanbul Economic Research Association in hybrid mode with both online and in-person presentations at the Faculty of Economics, Sapienza University of Rome in Rome, Italy. At the conference, 205 papers by 436 colleagues from 49 countries were presented. Both theoretical and empirical papers in this volume cover diverse areas of business, economics, and finance from many different regions.

Interactive Storytelling

Interactive Storytelling
Author: Henrik Schoenau-Fog,Luis Emilio Bruni,Sandy Louchart,Sarune Baceviciute
Publsiher: Springer
Total Pages: 416
Release: 2015-11-28
Genre: Computers
ISBN: 9783319270364

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This book constitutes the refereed proceedings of the 8th InternationalConference on Interactive Digital Storytelling, ICIDS 2015, held in Copenhagen, Denmark, in November/December 2015. The 18 revised full papers and 13 short papers presented together with 9posters, 9 workshop descriptions, and 3 demonstration papers were carefully reviewed and selected from 80 submissions. The papers are organized in topical sections ontheoretical and design foundations, technical advances, analyses and evaluation systems, and current and future usage scenarios and applications.

Poet s Market 34th Edition

Poet s Market 34th Edition
Author: Robert Lee Brewer
Publsiher: Penguin
Total Pages: 480
Release: 2021-12-07
Genre: Reference
ISBN: 9780593419090

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The Most Trusted Guide to Publishing Poetry, fully revised and updated Want to get your poetry published? There's no better tool for making it happen than Poet's Market, which includes hundreds of publishing opportunities specifically for poets, including listings for book and chapbook publishers, print and online poetry publications, contests, and more. These listings include contact information, submission preferences, insider tips on what specific editors want, and--when offered--payment information. In addition to the completely updated listings, the 34th edition of Poet's Market offers: • Hundreds of updated listings for poetry-related book publishers, publications, contests, and more • Insider tips on what specific editors want and how to submit poetry • Articles devoted to the craft and business of poetry, including how to track poetry submissions, perform poetry, and find more readers • 77 poetic forms, including guidelines for writing them • 101 poetry prompts to inspire new poetry

The SAGE Handbook of Intellectual Property

The SAGE Handbook of Intellectual Property
Author: Matthew David,Debora Halbert
Publsiher: SAGE
Total Pages: 840
Release: 2014-11-18
Genre: Social Science
ISBN: 9781473909021

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This Handbook brings together scholars from around the world in addressing the global significance of, controversies over and alternatives to intellectual property (IP) today. It brings together over fifty of the leading authors in this field across the spectrum of academic disciplines, from law, economics, geography, sociology, politics and anthropology. This volume addresses the full spectrum of IP issues including copyright, patent, trademarks and trade secrets, as well as parallel rights and novel applications. In addition to addressing the role of IP in an increasingly information based and globalized economy and culture, it also challenges the utility and viability of IP today and addresses a range of alternative futures.

Poetry Unbound

Poetry Unbound
Author: Mike Chasar
Publsiher: Columbia University Press
Total Pages: 197
Release: 2020-04-28
Genre: Literary Criticism
ISBN: 9780231548083

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It’s become commonplace in contemporary culture for critics to proclaim the death of poetry. Poetry, they say, is no longer relevant to the modern world, mortally wounded by the emergence of new media technologies. In Poetry Unbound, Mike Chasar rebuts claims that poetry has become a marginal art form, exploring how it has played a vibrant and culturally significant role by adapting to and shaping new media technologies in complex, unexpected, and powerful ways. Beginning with the magic lantern and continuing through the dominance of the internet, Chasar follows poetry’s travels off the page into new media formats, including silent film, sound film, and television. Mass and nonprint media have not stolen poetry’s audience, he contends, but have instead given people even more ways to experience poetry. Examining the use of canonical as well as religious and popular verse forms in a variety of genres, Chasar also traces how poetry has helped negotiate and legitimize the cultural status of emergent media. Ranging from Citizen Kane to Leave It to Beaver to best-selling Instapoet Rupi Kaur, this book reveals poetry’s ability to find new audiences and meanings in media forms with which it has often been thought to be incompatible. Illuminating poetry’s surprising multimedia history, Poetry Unbound offers a new paradigm for understanding poetry’s still evolving place in American culture.