Game Poems

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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

Product Details :

Genre : Art
Author : Jordan Magnuson
Publisher : Amherst College Press
Release : 2023-05-12
File : 220 Pages
ISBN-13 : 9781943208524


The Selling And Self Regulation Of Contemporary Poetry

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The Selling and Self-Regulation of Contemporary Poetry is the first book-length study of the contemporary poetry industry. By documenting radical changes over the past decade in the way poems are published, sold, and consumed, it connects the seemingly small world of poetry with the other, wider creative industries. In reassessing an art form that has been traditionally seen as free from or even resistant to material concerns, the book confronts the real pressures – and real opportunities – faced by poets and publishers in the wake of economic and cultural shifts since 2008. The changing role of anthologies, prizes, and publishers are considered alongside new technologies, new arts policy, and re-conceptions of poetic labour. Ultimately, it argues that poetry’s continued growth and diversification also leaves individuals with more responsibility than ever for sustaining its communities.

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Genre : Literary Criticism
Author : J.T. Welsch
Publisher : Anthem Press
Release : 2020-03-31
File : 246 Pages
ISBN-13 : 9781785273360


The Cambridge Companion To American Poetry And Politics Since 1900

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This book helps readers make sense of the scope and complexity of the relationships between poetry and politics since 1900.

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Genre : Literary Criticism
Author : Daniel Morris
Publisher : Cambridge University Press
Release : 2023-04-27
File : 355 Pages
ISBN-13 : 9781009180023


Interactive Digital Narrative

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The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.

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Genre : Computers
Author : Hartmut Koenitz
Publisher : Routledge
Release : 2015-04-10
File : 427 Pages
ISBN-13 : 9781317668671


Dual Wield

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In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.

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Genre : Games & Activities
Author : Jon Stone
Publisher : Walter de Gruyter GmbH & Co KG
Release : 2022-02-21
File : 171 Pages
ISBN-13 : 9783110719239


The Social Circulation Of Poetry In The Mid Northern Song

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Observing that the vast majority of surviving Northern Song poems are directly addressed to other people, Colin S. C. Hawes explores how literati of China's mid-Northern Song period developed a social and therapeutic tradition in poetry. These social poems, produced in group settings and exchanged with friends and acquaintances, are often lighthearted in tone and full of witty banter and wordplay. Hawes challenges previous scholars' dismissal of these poems as trivial and insignificant because they lacked serious political and moral content by arguing that the central function of poetry at the time was to release pent-up emotions and share them with others in a socially acceptable manner—what Hawes views as circulating emotional energy or qi. Focusing on the circle of poets around Ouyang Xiu (1007–72 CE) and Mei Yaochen (1002–60 CE), the most influential literary figures of the mid-Northern Song period and the creators of a distinctive Song poetic style, Hawes provides a number of translations of poems of the period. Several major functions of poetic composition are discussed, including poetry as a game, as therapy, as a means of building relationships, and as a way of finding solace in history and in the natural world. Ultimately, the Northern Song attitude toward poetic composition spread throughout Chinese society.

Product Details :

Genre : Religion
Author : Colin S. C. Hawes
Publisher : State University of New York Press
Release : 2012-02-01
File : 225 Pages
ISBN-13 : 9780791483183


Poetic Artifice

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Genre : Literary Criticism
Author : Veronica Forrest-Thomson
Publisher : Manchester University Press
Release : 1978
File : 190 Pages
ISBN-13 : 0719007143


Digital Media And Textuality

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Due to computers' ability to combine different semiotic modes, texts are no longer exclusively comprised of static images and mute words. How have digital media changed the way we write and read? What methods of textual and data analysis have emerged? How do we rescue digital artifacts from obsolescence? And how can digital media be used or taught inside classrooms? These and other questions are addressed in this volume that assembles contributions by artists, writers, scholars and editors such as Dene Grigar, Sandy Baldwin, Carlos Reis, and Frieder Nake. They offer a multiperspectival view on the way digital media have changed our notion of textuality.

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Genre : Social Science
Author : Daniela Côrtes Maduro
Publisher : transcript Verlag
Release : 2017-12-31
File : 285 Pages
ISBN-13 : 9783839440919


Multimodal And Digital Creative Writing Pedagogies

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This dynamic collection offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book gives clear guidance with lesson plans, online resources, sample student work, and adaptable assignments.

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Genre : Education
Author : Kristina Wright
Publisher : Rowman & Littlefield
Release : 2023-07-21
File : 203 Pages
ISBN-13 : 9781666931532


License To Play

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Play is one of the most powerful cultural forces in contemporary Japan and in other late modern societies. In this notable contribution to our understanding of play, Michal Daliot-Bul explores the intricate and dynamic transformations of culture and play (asobi) in Japan. Along the way, she takes readers on a theoretically informed journey to better comprehend what makes play a significant cultural function, asking such questions as “How can we explain the dialectics between play as a biological instinct and play as a culturally specific activity? What defines the best player? How is creativity related to play? What is the difference between play and playfulness? Are some cultures more play-oriented than others, and if so, why?” Daliot-Bul argues that the cultural meaning of play and its influence on sociocultural life are not inherent properties of a fixed, universal behavior called play but rather are conditioned by changing cultural contexts and competing social ideologies. Spanning Japan’s premodern period to the twenty-first century, the extent and expressions of play described in this book become thought-provoking lenses through which to view Japanese social dynamics and cultural complexities. As she approaches the post-industrialized 1970s in Japan, Daliot-Bul’s narrative also explores urban consumer culture as a system for organizing daily life, the tension between institutional and contemporary popular cultures, the production of new gender identities, and the cultural construction of urban space. License to Play is an insightful and engaging work that will appeal widely to scholars and students specializing in cultural studies, cultural anthropology, and Japanese studies. Given the global fascination with Japanese popular culture and with play-like pleasures in late consumer cultures, the book will also find a readership among those interested in Japan in general and the universal phenomenon of play.

Product Details :

Genre : Social Science
Author : Michal Daliot-Bul
Publisher : University of Hawaii Press
Release : 2014-10-31
File : 226 Pages
ISBN-13 : 9780824847883