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Narrating locative media
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Delioglanis, Vasileios N.
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Narrating locative media
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Narrating locative media/ by Vasileios N. Delioglanis.
作者:
Delioglanis, Vasileios N.
出版者:
Cham :Springer International Publishing : : 2023.,
面頁冊數:
xii, 317 p. :ill., digital ;24 cm.
內容註:
Part One: Theorizing Locative Media through William Gibson's Fiction -- Introduction: From Cyberpunk to Locative Media -- 1. Narrative Manifestations of Locative Media: Spook Country -- 2. From Locative Media to Ubiquitous Computing: The Peripheral -- Afterthought -- Part Two: E-Book and Audio Book Locative Experimentations -- Introduction: Sedentary and Experiential Locative Reading Practices -- 3. Rethinking the E-Book: The Case of The Silent History -- 4. Rethinking the Audio Book: The Case of Teri Rueb -- Afterthought -- Part Three Narrating Niantic Locative Games through Hypertextual Practices -- Introduction: Re-Visiting Locative Gameplay: Towards a Post-Hyperfiction Paradigm -- 5. From Abstract Locative Gaming to Locative Hypernarrativity: The Case of the Niantic Games -- 6. Reconciling Locative Gameplay and Hypernarrative Practices in Niantic Games.
Contained By:
Springer Nature eBook
標題:
Narration (Rhetoric) -
電子資源:
https://doi.org/10.1007/978-3-031-27473-2
ISBN:
9783031274732
Narrating locative media
Delioglanis, Vasileios N.
Narrating locative media
[electronic resource] /by Vasileios N. Delioglanis. - Cham :Springer International Publishing :2023. - xii, 317 p. :ill., digital ;24 cm.
Part One: Theorizing Locative Media through William Gibson's Fiction -- Introduction: From Cyberpunk to Locative Media -- 1. Narrative Manifestations of Locative Media: Spook Country -- 2. From Locative Media to Ubiquitous Computing: The Peripheral -- Afterthought -- Part Two: E-Book and Audio Book Locative Experimentations -- Introduction: Sedentary and Experiential Locative Reading Practices -- 3. Rethinking the E-Book: The Case of The Silent History -- 4. Rethinking the Audio Book: The Case of Teri Rueb -- Afterthought -- Part Three Narrating Niantic Locative Games through Hypertextual Practices -- Introduction: Re-Visiting Locative Gameplay: Towards a Post-Hyperfiction Paradigm -- 5. From Abstract Locative Gaming to Locative Hypernarrativity: The Case of the Niantic Games -- 6. Reconciling Locative Gameplay and Hypernarrative Practices in Niantic Games.
This book offers a multidisciplinary approach to locative media, concentrating on specific authors and practitioners whose works exist in print and digital manifestations. The book shapes the discourse for an extensive theorization of locative media works from a narrative perspective. It investigates how different genres ⸺ print novels, fictional and non-fictional locative narratives, locative games, and audio texts ⸺ are affected by locative media practice. Part I examines print manifestations of locative media in William Gibson's fiction. Part II discusses e-book and audio book locative narrative experimentations, suggesting ways to create and categorize locative texts. Drawing on hypertext theory, Part III views Niantic locative games as an instantiation of locative media storytelling practice that challenges digital narrativity. This study captures a transition from a print-based textuality to a digital locative textuality and culture, and proposes flexible innovative models of interpreting narrative textual forms emerging from the convergence of locative and narrative media.
ISBN: 9783031274732
Standard No.: 10.1007/978-3-031-27473-2doiSubjects--Topical Terms:
525025
Narration (Rhetoric)
LC Class. No.: P96.N35 / D45 2023
Dewey Class. No.: 809.93356
Narrating locative media
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Part One: Theorizing Locative Media through William Gibson's Fiction -- Introduction: From Cyberpunk to Locative Media -- 1. Narrative Manifestations of Locative Media: Spook Country -- 2. From Locative Media to Ubiquitous Computing: The Peripheral -- Afterthought -- Part Two: E-Book and Audio Book Locative Experimentations -- Introduction: Sedentary and Experiential Locative Reading Practices -- 3. Rethinking the E-Book: The Case of The Silent History -- 4. Rethinking the Audio Book: The Case of Teri Rueb -- Afterthought -- Part Three Narrating Niantic Locative Games through Hypertextual Practices -- Introduction: Re-Visiting Locative Gameplay: Towards a Post-Hyperfiction Paradigm -- 5. From Abstract Locative Gaming to Locative Hypernarrativity: The Case of the Niantic Games -- 6. Reconciling Locative Gameplay and Hypernarrative Practices in Niantic Games.
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This book offers a multidisciplinary approach to locative media, concentrating on specific authors and practitioners whose works exist in print and digital manifestations. The book shapes the discourse for an extensive theorization of locative media works from a narrative perspective. It investigates how different genres ⸺ print novels, fictional and non-fictional locative narratives, locative games, and audio texts ⸺ are affected by locative media practice. Part I examines print manifestations of locative media in William Gibson's fiction. Part II discusses e-book and audio book locative narrative experimentations, suggesting ways to create and categorize locative texts. Drawing on hypertext theory, Part III views Niantic locative games as an instantiation of locative media storytelling practice that challenges digital narrativity. This study captures a transition from a print-based textuality to a digital locative textuality and culture, and proposes flexible innovative models of interpreting narrative textual forms emerging from the convergence of locative and narrative media.
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