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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]
Old French Narrative Lays and the Video Games We Play- [electronic resource]

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자료유형  
 학위논문파일 국외
최종처리일시  
20240214101656
ISBN  
9798380118804
DDC  
840
저자명  
Holterman, Nicholas R.
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  
Feminist game design
키워드  
Short narrative
키워드  
Video games
키워드  
Ovidian narratives
기타저자  
University of Michigan Romance Language and Literature French
기본자료저록  
Dissertations Abstracts International. 85-02A.
기본자료저록  
Dissertation Abstract International
전자적 위치 및 접속  
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■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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