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Old French Narrative Lays and the Video Games We Play- [electronic resource]
Old French Narrative Lays and the Video Games We Play- [electronic resource]
상세정보
- 자료유형
- 학위논문파일 국외
- 최종처리일시
- 20240214101656
- ISBN
- 9798380118804
- DDC
- 840
- 서명/저자
- Old French Narrative Lays and the Video Games We Play - [electronic resource]
- 발행사항
- [S.l.]: : University of Michigan., 2023
- 발행사항
- Ann Arbor : : ProQuest Dissertations & Theses,, 2023
- 형태사항
- 1 online resource(169 p.)
- 주기사항
- Source: Dissertations Abstracts International, Volume: 85-02, Section: A.
- 주기사항
- Advisor: McCracken, Peggy.
- 학위논문주기
- Thesis (Ph.D.)--University of Michigan, 2023.
- 사용제한주기
- This item must not be sold to any third party vendors.
- 초록/해제
- 요약In this dissertation, I situate "play" as both a methodology by which to re-interpret 12th - and 13th -century French narrative lays and modern video games and a mode of engagement with which to hold these two seemingly disparate media together in meaningful tension. I define play in the same way as Katie Salen Tekinbas, as free movement within more rigid structures. Therefore, I play with the resemblances and connections between the categories of game and text across an 800-year divide. A self-conscious implementation play as method and medium provides a new way of understanding how these works, their characters, and creators invite play-ful reading as game-texts.Lays (lais) are short, often episodic, medieval stories of adventure written in verse and likely performed with musical accompaniment. The lay exists at the intersection of courtly French, Arthurian, and Old Irish literature and weaves together stylistic, thematic, cultural, linguistic, and narrative elements of each. While the performative and social potential of lay readership in the European Middle Ages aligns with many aspects of modern video gameplay this project moves beyond formal characteristics of the lay genre and asks how audiences can play the lay. I engage with scholars of games studies, literary studies, psychology, and anthropology to highlight new ways of reading narrative lays and video games. Chapter 1 explores the feminist potential of game design for the Lady of Edinburgh in the 13th -century lay Doon and enters into conversation with the theoretical work of Kishonna L. Gray, Jack Halberstam, Johan Huizinga, and Emma Vossen. Following #GamerGate, feminist game design resists against gender-based harassment in gaming culture and fosters social agency within restrictive, patriarchal systems. Chapter 2 examines instances where players identify with video game avatars through the metaphor of mirroring. I consider the implications of virtual and non-virtual identities, of representation, and of avatar customization by reimagining the eponymous main characters of the 12th -century lay Narcisus et Dane as both video game avatars and players. This chapter finds playmates in psychologist Mihaly Csikszentmihalyi's notion of the flow state, Adrienne Shaw's work on identity, and Valerie Traub et al.'s transversion within Ovidian narratives. Chapter 3 postulates a connection between the medieval historiographical tradition of translatio and experiences of spacetime during video gameplay. I propose the notion of "translatio ludi" as a way of tracing the movement of language, knowledge, and play across time and space in Benedeit's 12th -century Voyage de Saint Brendan and in Ubisoft Studio's popular Assassin's Creed franchise. I conclude by considering how gaming technologies allow for the continued reconstruction, preservation, and transmediation of the European Middle Ages into new digital and material afterlives such as after the fire at Cathedrale Notre-Dame de Paris. By reading moments of play in and across medieval and modern game-texts, "Old French Narrative Lays and the Video Games We Play" ultimately opens conversations between medieval literary studies and games studies.
- 일반주제명
- French literature.
- 일반주제명
- Medieval literature.
- 일반주제명
- Mass communications.
- 키워드
- Digital history
- 키워드
- Short narrative
- 키워드
- Video games
- 기타저자
- University of Michigan Romance Language and Literature French
- 기본자료저록
- Dissertations Abstracts International. 85-02A.
- 기본자료저록
- Dissertation Abstract International
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■00520240214101656
■006m o d
■007cr#unu||||||||
■020 ▼a9798380118804
■035 ▼a(MiAaPQ)AAI30634959
■040 ▼aMiAaPQ▼cMiAaPQ
■0820 ▼a840
■1001 ▼aHolterman, Nicholas R.▼0(orcid)0000-0002-8051-5631
■24510▼aOld French Narrative Lays and the Video Games We Play▼h[electronic resource]
■260 ▼a[S.l.]:▼bUniversity of Michigan. ▼c2023
■260 1▼aAnn Arbor :▼bProQuest Dissertations & Theses, ▼c2023
■300 ▼a1 online resource(169 p.)
■500 ▼aSource: Dissertations Abstracts International, Volume: 85-02, Section: A.
■500 ▼aAdvisor: McCracken, Peggy.
■5021 ▼aThesis (Ph.D.)--University of Michigan, 2023.
■506 ▼aThis item must not be sold to any third party vendors.
■520 ▼aIn this dissertation, I situate "play" as both a methodology by which to re-interpret 12th - and 13th -century French narrative lays and modern video games and a mode of engagement with which to hold these two seemingly disparate media together in meaningful tension. I define play in the same way as Katie Salen Tekinbas, as free movement within more rigid structures. Therefore, I play with the resemblances and connections between the categories of game and text across an 800-year divide. A self-conscious implementation play as method and medium provides a new way of understanding how these works, their characters, and creators invite play-ful reading as game-texts.Lays (lais) are short, often episodic, medieval stories of adventure written in verse and likely performed with musical accompaniment. The lay exists at the intersection of courtly French, Arthurian, and Old Irish literature and weaves together stylistic, thematic, cultural, linguistic, and narrative elements of each. While the performative and social potential of lay readership in the European Middle Ages aligns with many aspects of modern video gameplay this project moves beyond formal characteristics of the lay genre and asks how audiences can play the lay. I engage with scholars of games studies, literary studies, psychology, and anthropology to highlight new ways of reading narrative lays and video games. Chapter 1 explores the feminist potential of game design for the Lady of Edinburgh in the 13th -century lay Doon and enters into conversation with the theoretical work of Kishonna L. Gray, Jack Halberstam, Johan Huizinga, and Emma Vossen. Following #GamerGate, feminist game design resists against gender-based harassment in gaming culture and fosters social agency within restrictive, patriarchal systems. Chapter 2 examines instances where players identify with video game avatars through the metaphor of mirroring. I consider the implications of virtual and non-virtual identities, of representation, and of avatar customization by reimagining the eponymous main characters of the 12th -century lay Narcisus et Dane as both video game avatars and players. This chapter finds playmates in psychologist Mihaly Csikszentmihalyi's notion of the flow state, Adrienne Shaw's work on identity, and Valerie Traub et al.'s transversion within Ovidian narratives. Chapter 3 postulates a connection between the medieval historiographical tradition of translatio and experiences of spacetime during video gameplay. I propose the notion of "translatio ludi" as a way of tracing the movement of language, knowledge, and play across time and space in Benedeit's 12th -century Voyage de Saint Brendan and in Ubisoft Studio's popular Assassin's Creed franchise. I conclude by considering how gaming technologies allow for the continued reconstruction, preservation, and transmediation of the European Middle Ages into new digital and material afterlives such as after the fire at Cathedrale Notre-Dame de Paris. By reading moments of play in and across medieval and modern game-texts, "Old French Narrative Lays and the Video Games We Play" ultimately opens conversations between medieval literary studies and games studies.
■590 ▼aSchool code: 0127.
■650 4▼aFrench literature.
■650 4▼aMedieval literature.
■650 4▼aMass communications.
■653 ▼aDigital history
■653 ▼aFeminist game design
■653 ▼aShort narrative
■653 ▼aVideo games
■653 ▼aOvidian narratives
■690 ▼a0205
■690 ▼a0297
■690 ▼a0708
■71020▼aUniversity of Michigan▼bRomance Language and Literature French.
■7730 ▼tDissertations Abstracts International▼g85-02A.
■773 ▼tDissertation Abstract International
■790 ▼a0127
■791 ▼aPh.D.
■792 ▼a2023
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T16934806▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.
■980 ▼a202402▼f2024
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