Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


2021 | English Issue 2021 | 167-188

Article title

Gertrude Stein plays video games

Content

Title variants

Languages of publication

Abstracts

EN
The article juxtaposes the problems of spatiality and repetition in video game narrative with Gertrude Stein’s notion of the landscape play, in which the linear plot dissolves in favour of a complex network of connections between different elements of the work. Several examples are discussed, from The Legend of Zelda: Breath of the Wild to the Dark Souls series, showing the possible links between video games and Stein’s writing techniques, especially in the field of open world games, where the large, easily accessible spaces make it more difficult to build coherent, organised plots.

Year

Pages

167-188

Physical description

Dates

published
2021

Contributors

  • Kazimierz the Great University in Bydgoszcz
translator
  • Kazimierz the Great University in Bydgoszcz

References

  • Bay-Cheng, Sarah, Mama Dada. Gertrude Stein’s Avant-Garde Theater, Routledge, New York – London 2004.
  • Burgess, Joel, Level Design Planning for Open-World Games, [in:] Level Design. Processes and Experiences, Ch.W. Totten (ed.), CRC Press, Boca Raton 2017.
  • Costanzo, William V., “Reading Interactive Fiction: Implications of a New Literary Genre”, Educational Technology1986, vol. 26, no. 6, pp. 31-35.
  • Dydo, Ulla, Gertrude Stein: The Language That Rises. 1923-1934, Northwestern University Press, Evanston 2003.
  • Eskelinen, Markku, “The Gaming Situation”, Game Studies 2001, vol. 1, nr 1, http://www.gamestudies.org/0101/eskelinen/, accessed 12 September 2021.
  • Frank, Adam, Transferential Poetics, from Poe to Warhol, Fordham University Press, New York 2015.
  • Gutowski, Piotr, Nauka, filozofia i życie. U podstaw myśli Williama Jamesa, Wydawnictwo KUL, Lublin 2011.
  • Hanson, Christopher, Game Time. Understanding Temporality in Video Games, Indiana University Press, Bloomington 2018.
  • Jenkins, Henry, Game Design as Narrative Architecture, https://web.mit.edu/~21fms/People/henry3/games&narrative.html, accessed 12 September 2021.
  • Juul, Jesper, Introduction to Game Time, [in:] First Person. New Media as Story, Performance and Game, N. Wardrip-Fruin, P. Harrigan (eds), MIT Press, Cambridge MA 2004.
  • Laurel, Brenda, Computers as Theatre, 2nd edition, Addison-Wesley, Boston 2013.
  • Lorange, Astrid, How Reading is Written. A Brief Index to Gertrude Stein, Wesleyan University Press, Middletown 2014.
  • Mateas, Michael, A Preliminary Poetics for Interactive Drama and Games, [in:] First Person. New Media as Story, Performance and Game, N. Wardrip-Fruin, P. Harrigan (eds), MIT Press, Cambridge MA 2004.
  • Murray, Janet H., Hamlet on the Holodeck, MIT Press, Cambridge MA 1997.
  • Murray, Janet H., From Game-Story to Cyberdrama, [in:] First Person. New Media as Story, Performance and Game, N. Wardrip-Fruin, P. Harrigan (eds), MIT Press, Cambridge MA 2004.
  • Niesz, Anthony, Holland, Norman J., “Interactive Fiction”, Critical Inquiry 1984, vol. 11, no. 1, pp. 110-129.
  • Nitsche, Michael, Mapping Time in Video Games, [in:] Situated Play. Proceedings of DiGRA 2007 Conference, http://www.digra.org/wp-content/uploads/digital-library/07313.10131.pdf, accessed 12 September 2021.
  • Stein, Gertrude, Plays, [in:] Last Operas and Plays, Johns Hopkins University Press, Baltimore 1995.
  • Voris, Linda, The Composition of Sense in Gertrude Stein’s Landscape Writing, Palgrave Macmillan, London 2016.

Document Type

Publication order reference

Identifiers

Biblioteka Nauki
1955909

YADDA identifier

bwmeta1.element.ojs-doi-10_34762_wv0w-yp58
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.