Gameplay literature.
This article discusses the ways in which Belén Gache's WordToys - through an ironic subversion of the hypertext's fundamental features - thematizes the concept of the narrative as a contested space that challenges questions of authorial presence and reader agency. Specifically, it aims to illustrate...
| Published in: | Journal of Romance Studies Vol. 16; no. 1; pp. 22 - 39 |
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| Format: | Article |
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Liverpool University Press / Journals
Spring2016
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=122639602&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 122639602 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 14733536 RI3 jtl: Journal of Romance Studies issn: 14733536 maglogo: N pubinfo: dt: Spring2016 vid: 16 iid: 1 pid: 39786 pub: Liverpool University Press / Journals artinfo: ui: 122639602 10.3828/jrs.2016.160103 ppf: 22 ppct: 17 formats: fmt: @attributes: type: P size: 705KB tig: atl: Gameplay literature. aug: au: Halbert, William Docherty affil: University of Liverpool su: Video games Literature Reading Hypertext literature Narratives sug: subj: Video games Literature Reading Video game design and development services Video game publishers Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Hypertext literature Narratives keyword: Belén Gache hypertext narrative play space video game WordToys Belén Gache hypertext narrative play space video game WordToys ab: This article discusses the ways in which Belén Gache's WordToys - through an ironic subversion of the hypertext's fundamental features - thematizes the concept of the narrative as a contested space that challenges questions of authorial presence and reader agency. Specifically, it aims to illustrate, using the cultural analogue of the video game, how the concept of play can be used to counteract the author-killing proclivities that seemingly pervade hypertext theory. Instead, this article calls on a number of Gache's 'word toys' to show how both the print text and the digital text, despite their structural and technological differences, not only share significant ideological and ontological concerns, but are also troubled by the same agential and performative frustrations. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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