Cybertext Poetics : The Critical Landscape of New Media Literary Theory
Abstract
Cybertext Poetics combines ludology and cybertext theory to solve persistent problems and introduce paradigm changes in the fields of literary theory, narratology, game studies, and digital media. The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.
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Researchers more focused on the computational or systemic nature of digital games seem to have no problems with computers following rules.
“Researchers more focused on the computational or systemic nature of digital games seem to have no problems with computers following rules (e.g., Eskelinen, 2012, pp. 253-258; Juul, 2005, p. 55, 58-59).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Eskelinen, 2012
Game scholars seem conflicted on whether computers can be said to follow rules.
“Game scholars seem conflicted on whether computers can be said to follow rules.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Eskelinen, 2012
Interpretation is the cornerstone of all gameplay.
“In this sense, interpretation is the cornerstone of all gameplay (cf. Eskelinen, 2012, pp. 277-279).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Eskelinen, 2012
Cited by
Sorted by citations
Double fine adventure and the double hermeneutic videogame
Karhulahti, V.-M. (2012) · Proceedings of the 4th International Conference on Fun and Games · doi:10.1145/2367616.2367619 · Cited by 28 · see citing works
Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
- Authors
- Eskelinen, M.
- Corresponding author
- Markku Eskelinen
- Venue
- Continuum eBooks
- Publisher
- Continuum
- Published
- 2012
- OpenAlex
- W1585565355
- Cited by
- 112
- References
- 0
- Citations by year
- 2026: 1 · 2025: 4 · 2024: 2 · 2023: 7 · 2022: 8 · 2021: 21 · 2020: 9 · 2019: 3 · 2018: 11 · 2017: 10 · 2016: 13 · 2015: 11 · 2014: 6 · 2013: 4 · 2012: 2
- FWCI
- 20.16
- Type
- book
- Language
- en
- Open access
- closed
- Locations
- Continuum eBooks (publishedVersion)
- Topics
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Networks and Communications › Cultural Insights and Digital Impacts
- Keywords
- cybertext, game studies, digital literature, print literature, narrative theory, interactive storytelling, digital media, literary theory, poetics
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