語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Stagecraft and Warcraft: Toward Thea...
~
Callaghan, Michelle M.
FindBook
Google Book
Amazon
博客來
Stagecraft and Warcraft: Toward Theatrical Game Design.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Stagecraft and Warcraft: Toward Theatrical Game Design./
作者:
Callaghan, Michelle M.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
63 p.
附註:
Source: Masters Abstracts International, Volume: 82-05.
Contained By:
Masters Abstracts International82-05.
標題:
Mass communications. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28090974
ISBN:
9798691227271
Stagecraft and Warcraft: Toward Theatrical Game Design.
Callaghan, Michelle M.
Stagecraft and Warcraft: Toward Theatrical Game Design.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 63 p.
Source: Masters Abstracts International, Volume: 82-05.
Thesis (M.A.Eng.)--Villanova University, 2020.
This item must not be sold to any third party vendors.
Video games are a continuation of the theatrical tradition and would benefit from exploiting this. In the absence of a firm game studies framework recognizing the theatricality of gaming, Shakespearean scholarship can guide the way. This study explores the overlapping interpretive competencies needed to spectate an early modern performance and those needed to play a video game; how early modern performance scholarship can therefore inform our critical vocabulary for understanding video games and vice versa; and how similar staging conventions become similarly thematized across these media to very effective ends. Challenging the accuracy of immersion as an experiential phenomenon in both media, this study uses Gordon Calleja's theory of "incorporation" as a framework to understand how an audience makes sense of semiotic devices which break fictional coherence.Chapter 1, "Toward a Theatrical Game Studies," provides an overview of the narratology and ludology debate in game studies and why it should be dismantled in favor of a theatrical perspective. Chapter 2, "Stages," delves into the material comparisons between the theatrical stage and the video game stage, and looks at how theaters which recreate Shakespearean staging conditions offer fertile analogs to the phenomenological experience of playing video games. Chapter 3 uses the frameworks established in chapters 1 and 2 to read scenarios in World of Warcraft and Mass Effect which exploit and thematize their own mechanics. This project investigates the moments most indicative of theatrical energies in video games: those which call out to the player and force the player to negotiate the imaginative levels of the fictional world represented.
ISBN: 9798691227271Subjects--Topical Terms:
3422380
Mass communications.
Subjects--Index Terms:
Early modern theater
Stagecraft and Warcraft: Toward Theatrical Game Design.
LDR
:02849nmm a2200373 4500
001
2276970
005
20210510092451.5
008
220723s2020 ||||||||||||||||| ||eng d
020
$a
9798691227271
035
$a
(MiAaPQ)AAI28090974
035
$a
AAI28090974
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Callaghan, Michelle M.
$3
3555271
245
1 0
$a
Stagecraft and Warcraft: Toward Theatrical Game Design.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2020
300
$a
63 p.
500
$a
Source: Masters Abstracts International, Volume: 82-05.
500
$a
Advisor: Drury, Joseph.
502
$a
Thesis (M.A.Eng.)--Villanova University, 2020.
506
$a
This item must not be sold to any third party vendors.
520
$a
Video games are a continuation of the theatrical tradition and would benefit from exploiting this. In the absence of a firm game studies framework recognizing the theatricality of gaming, Shakespearean scholarship can guide the way. This study explores the overlapping interpretive competencies needed to spectate an early modern performance and those needed to play a video game; how early modern performance scholarship can therefore inform our critical vocabulary for understanding video games and vice versa; and how similar staging conventions become similarly thematized across these media to very effective ends. Challenging the accuracy of immersion as an experiential phenomenon in both media, this study uses Gordon Calleja's theory of "incorporation" as a framework to understand how an audience makes sense of semiotic devices which break fictional coherence.Chapter 1, "Toward a Theatrical Game Studies," provides an overview of the narratology and ludology debate in game studies and why it should be dismantled in favor of a theatrical perspective. Chapter 2, "Stages," delves into the material comparisons between the theatrical stage and the video game stage, and looks at how theaters which recreate Shakespearean staging conditions offer fertile analogs to the phenomenological experience of playing video games. Chapter 3 uses the frameworks established in chapters 1 and 2 to read scenarios in World of Warcraft and Mass Effect which exploit and thematize their own mechanics. This project investigates the moments most indicative of theatrical energies in video games: those which call out to the player and force the player to negotiate the imaginative levels of the fictional world represented.
590
$a
School code: 0245.
650
4
$a
Mass communications.
$3
3422380
650
4
$a
British & Irish literature.
$3
3284317
653
$a
Early modern theater
653
$a
Mass Effect
653
$a
Original staging practices
653
$a
Shakespeare
653
$a
Video games
653
$a
World of Warcraft
690
$a
0593
690
$a
0708
710
2
$a
Villanova University.
$b
English.
$3
1023022
773
0
$t
Masters Abstracts International
$g
82-05.
790
$a
0245
791
$a
M.A.Eng.
792
$a
2020
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28090974
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9428704
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入