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Stagecraft and Warcraft: Toward Thea...
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Callaghan, Michelle M.
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Stagecraft and Warcraft: Toward Theatrical Game Design.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Stagecraft and Warcraft: Toward Theatrical Game Design./
Author:
Callaghan, Michelle M.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
63 p.
Notes:
Source: Masters Abstracts International, Volume: 82-05.
Contained By:
Masters Abstracts International82-05.
Subject:
Mass communications. -
Online resource:
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.
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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.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28090974
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