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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.
Explores new forms of textuality emerging from locative media and storytelling practice Provides a close reading of locative media texts drawn from fiction, gaming, and non-fiction audio narratives Offers locative media and narrative crossovers in print, audio, hypertextual and gaming textualities
Auteur
Vasileios N. Delioglanis holds a Ph.D. in Locative Media and North American Literature and Culture, funded by the Board of Greek State Scholarships Foundation. He has worked as an adjunct lecturer in Greek universities. His research focuses on contemporary American literature and culture, locative media and games, and the fusion of literary practice with new media technologies.
Contenu
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.