Engagements with Literary Gaming
eBook - ePub

Engagements with Literary Gaming

  1. 165 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Engagements with Literary Gaming

About this book

How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.

Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the "rules" of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children's literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling's Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum's The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.

By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.

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Information

Publisher
Routledge
Year
2026
eBook ISBN
9781040657416

Table of contents

  1. Cover
  2. Half Title
  3. Series Page
  4. Title Page
  5. Copyright Page
  6. Table of Contents
  7. List of Illustrations
  8. Introduction: Stories That Play Games and Games That Tell Stories
  9. 1. The Rules of Literary Gaming
  10. 2. Narratology Versus Ludology, or Ludonarratology
  11. 3. Adapting Literature, Adapting Games: Super Mario Bros. and the Multimedia World of Literary Games
  12. 4. Playing with Identity: Reading J.K. Rowling’s Harry Potter Series and Hogwarts Legacy
  13. 5. Children’s Literature, Children’s Games, and the Enduring Legacy of L. Frank Baum’s The Wizard of Oz
  14. 6. Immersion and Virtual Worlds in Literature and Games: From Hell to Hyrule
  15. Conclusion: Choose Your Own Adventures
  16. References
  17. Index

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Yes, you can access Engagements with Literary Gaming by Tison Pugh,Lynn Ramey in PDF and/or ePUB format, as well as other popular books in Literature & Literary Criticism. We have over 1.5 million books available in our catalogue for you to explore.