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
- 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
- Computer science
- 일반주제명
- Information technology
- 키워드
- Poe, Edgar Allan
- 키워드
- Game studies
- 키워드
- Lovecraft, H. P.
- 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
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■040 ▼aMiAaPQ▼cMiAaPQ
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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.


