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Playing Reality: The Promise and Peril of Compositional Realities
Playing Reality: The Promise and Peril of Compositional Realities
Playing Reality: The Promise and Peril of Compositional Realities

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20250211152135
ISBN  
9798383692530
DDC  
820
저자명  
Kinzinger, Stephanie Jeanelle.
서명/저자  
Playing Reality: The Promise and Peril of Compositional Realities
발행사항  
[Sl] : The University of North Carolina at Chapel Hill, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
173 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-02, Section: B.
주기사항  
Advisor: Taylor, Matthew.
학위논문주기  
Thesis (Ph.D.)--The University of North Carolina at Chapel Hill, 2024.
초록/해제  
요약This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant-that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality avant la lettre, I consider select authors and game designers from the mid nineteenth century to the present who not only depict otherworldly fictions but also insist that such endeavors have the potential to make the world otherwise. This project draws on recent scholarship in game studies, cognitive science, social constructivism, Black studies, and current headlines regarding climate denialism, the "big lie," and the metaverse, to argue that increasing investments in reality's "hackability" over the past two centuries hold forth the prospect of both greater freedom and greater constriction, expanded capacity and enlarging forms of control. Viewed ever more as a game, reality has never been more, or less, in play-for better and for worse.Chapter One contends that Edgar Allan Poe's Eureka (1848) is an earnest cosmological attempt to chart a dynamic, coextensive relationship between individual and environment by using a form of knowledge he calls "intuition." Poe's intuitive detective, Auguste Dupin, in "The Purloined Letter" (1844) and "The Murders on the Rue Morgue" (1841) defines intuition through a game called "Even and Odds," which I argue showcases how game systems can be used to navigate reality's newfound flexibility. Whereas Poe's playful paradigm highlights a positive, crime-solving outcome, Chapter Two reads Lovecraft's mythos as a system written with a racist source code that contemporary video game adaptations, such as Call of Cthulhu (2018) and Control (2019), fail to transcend. However, I analyze Victor LaValle's The Ballad of Black Tom (2016) as successfully recodifying racism as the true monster of Lovecraft's worldview, embodying transgressive and transcendent "game" play despite being a generically conventional novel. Arguing for an intensification of personal and social immersion in evolving media technologies over time, Chapter Three positions Virtual Reality (VR) as a space capable of either reinscribing societal limitations or fashioning responsible, just realities. I build on Stewart Brand's experimental New Games movement in the 1970s and Karl Groos' theory of social evolution through play to argue that radical play in virtual spaces is essential to combat the condensation of the self into marketable data. Finally, inspired by LaValle's precedent, the Coda chronicles my development of a theoretical game design that reworks Lovecraft's cosmos into an experiment in collaborative, anti-racist world-building.
일반주제명  
American literature
일반주제명  
Multimedia communications
일반주제명  
Computer science
일반주제명  
Information technology
키워드  
Poe, Edgar Allan
키워드  
Game studies
키워드  
Lovecraft, H. P.
키워드  
New Games movement
키워드  
Virtual Reality
기타저자  
The University of North Carolina at Chapel Hill English and Comparative Literature
기본자료저록  
Dissertations Abstracts International. 86-02B.
전자적 위치 및 접속  
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MARC

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■1001  ▼aKinzinger,  Stephanie  Jeanelle.
■24510▼aPlaying  Reality:  The  Promise  and  Peril  of  Compositional  Realities
■260    ▼a[Sl]▼bThe  University  of  North  Carolina  at  Chapel  Hill▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a173  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-02,  Section:  B.
■500    ▼aAdvisor:  Taylor,  Matthew.
■5021  ▼aThesis  (Ph.D.)--The  University  of  North  Carolina  at  Chapel  Hill,  2024.
■520    ▼aThis  dissertation  examines  the  possibilities  and  anxieties  that  attend  a  notion  haunting  Western  thought  since  at  least  Kant-that  reality  itself  is  a  revisable  construct,  a  kind  of  collective  game  with  social  and  physical  rules  that  simultaneously  delimit  and  solicit  radical  interactivity.  Investigating  experiments  in  the  gamification  of  reality  avant  la  lettre,  I  consider  select  authors  and  game  designers  from  the  mid  nineteenth  century  to  the  present  who  not  only  depict  otherworldly  fictions  but  also  insist  that  such  endeavors  have  the  potential  to  make  the  world  otherwise.  This  project  draws  on  recent  scholarship  in  game  studies,  cognitive  science,  social  constructivism,  Black  studies,  and  current  headlines  regarding  climate  denialism,  the  "big  lie,"  and  the  metaverse,  to  argue  that  increasing  investments  in  reality's  "hackability"  over  the  past  two  centuries  hold  forth  the  prospect  of  both  greater  freedom  and  greater  constriction,  expanded  capacity  and  enlarging  forms  of  control.  Viewed  ever  more  as  a  game,  reality  has  never  been  more,  or  less,  in  play-for  better  and  for  worse.Chapter  One  contends  that  Edgar  Allan  Poe's  Eureka  (1848)  is  an  earnest  cosmological  attempt  to  chart  a  dynamic,  coextensive  relationship  between  individual  and  environment  by  using  a  form  of  knowledge  he  calls  "intuition."  Poe's  intuitive  detective,  Auguste  Dupin,  in  "The  Purloined  Letter"  (1844)  and  "The  Murders  on  the  Rue  Morgue"  (1841)  defines  intuition  through  a  game  called  "Even  and  Odds,"  which  I  argue  showcases  how  game  systems  can  be  used  to  navigate  reality's  newfound  flexibility.  Whereas  Poe's  playful  paradigm  highlights  a  positive,  crime-solving  outcome,  Chapter  Two  reads  Lovecraft's  mythos  as  a  system  written  with  a  racist  source  code  that  contemporary  video  game  adaptations,  such  as  Call  of  Cthulhu  (2018)  and  Control  (2019),  fail  to  transcend.  However,  I  analyze  Victor  LaValle's  The  Ballad  of  Black  Tom  (2016)  as  successfully  recodifying  racism  as  the  true  monster  of  Lovecraft's  worldview,  embodying  transgressive  and  transcendent  "game"  play  despite  being  a  generically  conventional  novel.  Arguing  for  an  intensification  of  personal  and  social  immersion  in  evolving  media  technologies  over  time,  Chapter  Three  positions  Virtual  Reality  (VR)  as  a  space  capable  of  either  reinscribing  societal  limitations  or  fashioning  responsible,  just  realities.  I  build  on  Stewart  Brand's  experimental  New  Games  movement  in  the  1970s  and  Karl  Groos'  theory  of  social  evolution  through  play  to  argue  that  radical  play  in  virtual  spaces  is  essential  to  combat  the  condensation  of  the  self  into  marketable  data.  Finally,  inspired  by  LaValle's  precedent,  the  Coda  chronicles  my  development  of  a  theoretical  game  design  that  reworks  Lovecraft's  cosmos  into  an  experiment  in  collaborative,  anti-racist  world-building.
■590    ▼aSchool  code:  0153.
■650  4▼aAmerican  literature
■650  4▼aMultimedia  communications
■650  4▼aComputer  science
■650  4▼aInformation  technology
■653    ▼aPoe,  Edgar  Allan
■653    ▼aGame  studies
■653    ▼aLovecraft,  H.  P.
■653    ▼aNew  Games  movement
■653    ▼aVirtual  Reality
■690    ▼a0591
■690    ▼a0984
■690    ▼a0489
■690    ▼a0800
■71020▼aThe  University  of  North  Carolina  at  Chapel  Hill▼bEnglish  and  Comparative  Literature.
■7730  ▼tDissertations  Abstracts  International▼g86-02B.
■790    ▼a0153
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17163104▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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