Hamlet on the Holodeck, updated edition

Hamlet on the Holodeck, updated edition
Author :
Publisher : MIT Press
Total Pages : 435
Release :
ISBN-10 : 9780262533485
ISBN-13 : 0262533480
Rating : 4/5 (85 Downloads)

Book Synopsis Hamlet on the Holodeck, updated edition by : Janet H. Murray

Download or read book Hamlet on the Holodeck, updated edition written by Janet H. Murray and published by MIT Press. This book was released on 2017-04-07 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: An updated edition of the classic book on digital storytelling, with a new introduction and expansive chapter commentaries. I want to say to all the hacker-bards from every field—gamers, researchers, journalists, artists, programmers, scriptwriters, creators of authoring systems... please know that I wrote this book for you.” —Hamlet on the Holodeck, from the author's introduction to the updated edition Janet Murray's Hamlet on the Holodeck was instantly influential and controversial when it was first published in 1997. Ahead of its time, it accurately predicted the rise of new genres of storytelling from the convergence of traditional media forms and computing. Taking the long view of artistic innovation over decades and even centuries, it remains forward-looking in its description of the development of new artistic traditions of practice, the growth of participatory audiences, and the realization of still-emerging technologies as consumer products. This updated edition of a book the New Yorker calls a “cult classic” offers a new introduction by Murray and chapter-by-chapter commentary relating Murray's predictions and enduring design insights to the most significant storytelling innovations of the past twenty years, from long-form television to artificial intelligence to virtual reality. Murray identifies the powerful new set of expressive affordances that computing offers for the ancient human activity of storytelling and considers what would be necessary for interactive narrative to become a mature and compelling art form. Her argument met with some resistance from print loyalists and postmodern hypertext enthusiasts, and it provoked a foundational debate in the emerging field of game studies on the relationship between narrative and videogames. But since Hamlet on the Holodeck's publication, a practice that was largely speculative has been validated by academia, artistic practice, and the marketplace. In this substantially updated edition, Murray provides fresh examples of expressive digital storytelling and identifies new directions for narrative innovation.

Inventing the Medium

Inventing the Medium
Author :
Publisher : MIT Press
Total Pages : 499
Release :
ISBN-10 : 9780262302807
ISBN-13 : 0262302802
Rating : 4/5 (07 Downloads)

Book Synopsis Inventing the Medium by : Janet H. Murray

Download or read book Inventing the Medium written by Janet H. Murray and published by MIT Press. This book was released on 2011-11-23 with total page 499 pages. Available in PDF, EPUB and Kindle. Book excerpt: A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts. Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field. Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

First Person

First Person
Author :
Publisher : MIT Press
Total Pages : 360
Release :
ISBN-10 : 0262232324
ISBN-13 : 9780262232326
Rating : 4/5 (24 Downloads)

Book Synopsis First Person by : Noah Wardrip-Fruin

Download or read book First Person written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2004 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.

The Art of Failure

The Art of Failure
Author :
Publisher : MIT Press
Total Pages : 173
Release :
ISBN-10 : 9780262313131
ISBN-13 : 0262313138
Rating : 4/5 (31 Downloads)

Book Synopsis The Art of Failure by : Jesper Juul

Download or read book The Art of Failure written by Jesper Juul and published by MIT Press. This book was released on 2013-02-22 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe) We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.

The Physics of Star Trek

The Physics of Star Trek
Author :
Publisher : Basic Books
Total Pages : 282
Release :
ISBN-10 : 9780465008636
ISBN-13 : 0465008631
Rating : 4/5 (36 Downloads)

Book Synopsis The Physics of Star Trek by : Lawrence M. Krauss

Download or read book The Physics of Star Trek written by Lawrence M. Krauss and published by Basic Books. This book was released on 2007-08-02 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: How does the Star Trek universe stack up against the real universe? What warps when you're traveling at warp speed? What is the difference between a wormhole and a black hole? Are time loops really possible, and can I kill my grandmother before I am born? Anyone who has ever wondered "could this really happen?" will gain useful insights into the Star Trek universe (and, incidentally, the real world of physics) in this charming and accessible guide. Lawrence M. Krauss boldly goes where Star Trek has gone-and beyond. From Newton to Hawking, from Einstein to Feynman, from Kirk to Picard, Krauss leads readers on a voyage to the world of physics as we now know it and as it might one day be.

Persuasive Games

Persuasive Games
Author :
Publisher : MIT Press
Total Pages : 463
Release :
ISBN-10 : 9780262261944
ISBN-13 : 0262261944
Rating : 4/5 (44 Downloads)

Book Synopsis Persuasive Games by : Ian Bogost

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

The New Media Reader

The New Media Reader
Author :
Publisher : MIT Press
Total Pages : 872
Release :
ISBN-10 : 0262232278
ISBN-13 : 9780262232272
Rating : 4/5 (78 Downloads)

Book Synopsis The New Media Reader by : Noah Wardrip-Fruin

Download or read book The New Media Reader written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2003-02-14 with total page 872 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs—many of them now almost impossible to find—that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II—when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared—and the emergence of the World Wide Web—when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.