Inter/vention: Free Play in the Age of Electracy (MIT Press)
暫譯: 介入:電力時代的自由遊戲 (麻省理工學院出版社)
Jan Rune Holmevik
- 出版商: MIT
- 出版日期: 2012-03-23
- 售價: $700
- 貴賓價: 9.5 折 $665
- 語言: 英文
- 頁數: 232
- 裝訂: Hardcover
- ISBN: 0262017059
- ISBN-13: 9780262017053
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商品描述
In today's complex digital world, we must understand new media expressions and digital experiences not simply as more technologically advanced forms of "writing" that can be understood and analyzed as "texts" but as artifacts in their own right that require a unique skill set. Just as agents seeking to express themselves in alphabetic writing need to be literate, "egents" who seek to express themselves in digital media need to be--to use a term coined by cybertheorist Gregory Ulmer-- electrate. In Inter/vention, Jan Holmevik helps to invent electracy. He does so by tracing its path across the digital and rhetorical landscape--informatics, hacker heuretics, ethics, pedagogy, virtual space, and monumentality--and by introducing play as a new genre of electracy. Play, he argues, is the electrate ludic transversal. Holmevik contributes to the repertoire of electrate practices in order to understand and demonstrate how play invents electracy. Holmevik's argument straddles two divergences: in rhetoric, between how we study rhetoric as play and how we play rhetorically; and in game studies, between ludology and narratology. Games studies has forged ludology practice by distinguishing it from literate practice (and often allying itself with the scientific tradition). Holmevik is able to link ludology and rhetoric through electracy. Play can and does facilitate invention: play invented the field of ludology. Holmevik proposes a new heuretic in which play acts as a conductor for the invention of electracy. Play is a meta behavior that touches on every aspect of Ulmer's concept of electracy.
商品描述(中文翻譯)
在當今複雜的數位世界中,我們必須將新的媒體表達和數位體驗理解為不僅僅是更具技術先進性的「寫作」形式,這些形式可以被理解和分析為「文本」,而是作為其自身的工藝品,這需要獨特的技能組合。正如尋求用字母書寫表達自己的代理人需要具備識字能力,那些尋求在數位媒體中表達自己的「代理人」('egents')則需要具備——使用網路理論家Gregory Ulmer所創造的術語——電識能力。在Inter/vention中,Jan Holmevik幫助創造電識能力。他通過追溯其在數位和修辭景觀中的路徑——資訊學、駭客啟發、倫理學、教學法、虛擬空間和紀念性——並引入遊戲作為電識能力的新類型來實現這一點。他主張,遊戲是電識能力的遊戲性橫貫。Holmevik為電識能力的實踐庫做出貢獻,以理解和展示遊戲如何創造電識能力。Holmevik的論點跨越了兩個分歧:在修辭學中,研究修辭作為遊戲的方式與修辭性地遊玩的方式之間;在遊戲研究中,遊戲學與敘事學之間的區別。遊戲研究通過將遊戲學與識字實踐區分開來(並經常與科學傳統結盟)來鍛造遊戲學實踐。Holmevik能夠通過電識能力將遊戲學和修辭學聯繫起來。遊戲可以並且確實促進創造:遊戲創造了遊戲學這一領域。Holmevik提出了一種新的啟發性,其中遊戲作為電識能力創造的導體。遊戲是一種元行為,觸及Ulmer的電識能力概念的每一個方面。