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All the Computer's a Stage : Ludo-Li...
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Maiti, Abhik,
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All the Computer's a Stage : Ludo-Literary Aesthetics of Videogame Adaptations of Shakespeare's Plays /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
All the Computer's a Stage : Ludo-Literary Aesthetics of Videogame Adaptations of Shakespeare's Plays // Abhik Maiti.
作者:
Maiti, Abhik,
面頁冊數:
1 electronic resource (332 pages)
附註:
Source: Dissertations Abstracts International, Volume: 86-04, Section: A.
Contained By:
Dissertations Abstracts International86-04A.
標題:
Design. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31510892
ISBN:
9798342110310
All the Computer's a Stage : Ludo-Literary Aesthetics of Videogame Adaptations of Shakespeare's Plays /
Maiti, Abhik,
All the Computer's a Stage : Ludo-Literary Aesthetics of Videogame Adaptations of Shakespeare's Plays /
Abhik Maiti. - 1 electronic resource (332 pages)
Source: Dissertations Abstracts International, Volume: 86-04, Section: A.
Shakespearean plays have seen enduring adaptations, particularly in recent years, including various interpretations in screen-based media such as videogames, ranging from faithful reproductions to experimental and intertextual reimaginings. However, scholarly attention to videogame adaptations of Shakespeare remains limited. This thesis addresses this gap by examining how videogames merge linear theatrical narratives with the multilinear structures inherent in gaming. Drawing on adaptation studies, game studies, Shakespeare and performance studies, it explores how videogame adaptations of Shakespeare generate new interpretations, using case studies like To Be or Not To Be, Elsinore, Macbeth, Arden, Hamlet, Dream, and Play the Knaveto analyze the transformation of literary texts and the integration of theatrical elements within the gaming medium. This research investigates how interactive digital media engage players as narrative agents, challenging conventional Shakespearean interpretations within interactive structures. It also evaluates how videogames deconstruct and reinterpret Shakespearean works, altering traditional plot structures with interactive, elective, and captivating elements. Furthermore, the thesis examines the consequences of adapting the mostly linear narratives from Shakespeare into the multilinear fabric of videogame storytelling, resulting in innovative narratives. It considers videogames' distinctive approaches to interpreting Shakespeare's literary canon and the resulting narrative reconfigurations. Recognizing videogames as an emerging form of performative art that extends traditional theatre, this thesis explores their manifestation as cyber drama, internet theatre, and digital and networked performances. It investigates the evolution of the notions of plot and authorship when the audience actively co-creates meaning. Additionally, the study assesses the educational, creative, and cultural engagement opportunities inherent in videogame designs, emphasizing the importance of recognizing videogames as a distinct narrative medium. It explores the connections between literature and videogames, showing how designing and playing videogames can revolutionize our understanding of literary works, providing new insights into narratives and fostering imaginative engagement with textual material.
English
ISBN: 9798342110310Subjects--Topical Terms:
518875
Design.
All the Computer's a Stage : Ludo-Literary Aesthetics of Videogame Adaptations of Shakespeare's Plays /
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Shakespearean plays have seen enduring adaptations, particularly in recent years, including various interpretations in screen-based media such as videogames, ranging from faithful reproductions to experimental and intertextual reimaginings. However, scholarly attention to videogame adaptations of Shakespeare remains limited. This thesis addresses this gap by examining how videogames merge linear theatrical narratives with the multilinear structures inherent in gaming. Drawing on adaptation studies, game studies, Shakespeare and performance studies, it explores how videogame adaptations of Shakespeare generate new interpretations, using case studies like To Be or Not To Be, Elsinore, Macbeth, Arden, Hamlet, Dream, and Play the Knaveto analyze the transformation of literary texts and the integration of theatrical elements within the gaming medium. This research investigates how interactive digital media engage players as narrative agents, challenging conventional Shakespearean interpretations within interactive structures. It also evaluates how videogames deconstruct and reinterpret Shakespearean works, altering traditional plot structures with interactive, elective, and captivating elements. Furthermore, the thesis examines the consequences of adapting the mostly linear narratives from Shakespeare into the multilinear fabric of videogame storytelling, resulting in innovative narratives. It considers videogames' distinctive approaches to interpreting Shakespeare's literary canon and the resulting narrative reconfigurations. Recognizing videogames as an emerging form of performative art that extends traditional theatre, this thesis explores their manifestation as cyber drama, internet theatre, and digital and networked performances. It investigates the evolution of the notions of plot and authorship when the audience actively co-creates meaning. Additionally, the study assesses the educational, creative, and cultural engagement opportunities inherent in videogame designs, emphasizing the importance of recognizing videogames as a distinct narrative medium. It explores the connections between literature and videogames, showing how designing and playing videogames can revolutionize our understanding of literary works, providing new insights into narratives and fostering imaginative engagement with textual material.
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