Kirjojen hintavertailu. Mukana 11 699 587 kirjaa ja 12 kauppaa.

Kirjahaku

Etsi kirjoja tekijän nimen, kirjan nimen tai ISBN:n perusteella.

7 kirjaa tekijältä Daniel Punday

Narrative after Deconstruction

Narrative after Deconstruction

Daniel Punday

State University of New York Press
2002
pokkari
Develops a rigorous theory of narrative as apost-deconstructive model for interpretation.Interrogating stories told about life after deconstruction, and discovering instead a kind of afterlife of deconstruction, Daniel Punday draws on a wide range of theorists to develop a rigorous theory of narrative as an alternative model for literary interpretation. Drawing on an observation made by Jean-François Lyotard, Punday argues that at the heart of narrative are concrete objects that can serve as "lynchpins" through which many different explanations and interpretations can come together. Narrative after Deconstruction traces the often grudging emergence of a post-deconstructive interest in narrative throughout contemporary literary theory by examining critics as diverse as Jacques Derrida, Gilles Deleuze, Elizabeth Grosz, and Edward Said. Experimental novelists like Ronald Sukenick, Raymond Federman, Clarence Major, and Kathy Acker likewise work through many of the same problems of constructing texts in the wake of deconstruction, and so provide a glimpse of this post-deconstructive narrative approach to writing and interpretation at its most accomplished and powerful.
Writing at the Limit

Writing at the Limit

Daniel Punday

University of Nebraska Press
2012
sidottu
While some cultural critics are pronouncing the death of the novel, a whole generation of novelists have turned to other media with curiosity rather than fear. These novelists are not simply incorporating references to other media into their work for the sake of verisimilitude, they are also engaging precisely such media as a way of talking about what it means to write and read narrative in a society filled with stories told outside the print medium. By examining how some of our best fiction writers have taken up the challenge of film, television, video games, and hypertext, Daniel Punday offers an enlightening look into the current status of such fundamental narrative concepts as character, plot, and setting. He considers well-known postmodernists like Thomas Pynchon and Robert Coover, more-accessible authors like Maxine Hong Kingston and Oscar Hijuelos, and unjustly overlooked writers like Susan Daitch and Kenneth Gangemi, and asks how their works investigate the nature and limits of print as a medium for storytelling. Writing at the Limit explores how novelists locate print writing within the contemporary media ecology, and what it really means to be writing at print's media limit.
Playing at Narratology

Playing at Narratology

Daniel Punday

Ohio State University Press
2019
sidottu
In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday's Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game. Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts-concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological ability and tied to how we physically interact with a medium, creating new and complicated questions: Is the game designer the implied author or the narrator? Is the space on the screen simply the story's setting? Playing at Narratology guides us through the evolution of narrative in new media without abandoning the field's theoretical foundations.
Playing at Narratology

Playing at Narratology

Daniel Punday

OHIO STATE UNIVERSITY PRESS
2023
pokkari
In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday's Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game. Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts-concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological ability and tied to how we physically interact with a medium, creating new and complicated questions: Is the game designer the implied author or the narrator? Is the space on the screen simply the story's setting? Playing at Narratology guides us through the evolution of narrative in new media without abandoning the field's theoretical foundations.
Five Strands of Fictionality

Five Strands of Fictionality

Daniel Punday

Ohio State University Press
2020
pokkari
Fictions, we are so often told, are everywhere in America today. The extravagant claims of advertising are everywhere, much of the day's news concerns "pseudo-events" like rallies or ceremonies staged so that they can be reported on, and philosophers doubt even the possibility of any knowledge being objective. Thus we seem less and less able to distinguish between the real and the invented. In Five Strands of Fictionality: The Institutional Construction of Contemporary American Fiction, Daniel Punday examines the "postmodern" expansion of fictionality-the feeling today that the line between the real and the invented is harder to draw-and argues that this feeling reflects a struggle by different cultural groups to define how we tell and use "literary" stories. He discusses the literary texts of John Barth, Alice Walker, and Ishmael Reed; paraliterary forms like science fiction and electronic writing; and resolutely nonliterary texts, especially role-playing games, in terms of how each responds to the institution of literature through its definition of fictionality. For too long, postmodernism has been described by easy generalizations-relativist, indeterminate, commercialized-that have rendered the term nearly worthless. Punday applies a more nuanced understanding of fictionality to a variety of contemporary narrative forms that occupy different locations within postmodern literary culture. Approaching postmodernism as a configuration of institutions that legitimize fictionality, he illuminates the nature of creative writing and the conflicts between different literary groups in America today.
Computing As Writing

Computing As Writing

Daniel Punday

University of Minnesota Press
2015
nidottu
This book examines the common metaphor that equates computing and writing, tracing it from the naming of devices (“notebook” computers) through the design of user interfaces (the “desktop”) to how we describe the work of programmers (“writing” code). Computing as Writing ponders both the implications and contradictions of the metaphor.During the past decade, analysis of digital media honed its focus on particular hardware and software platforms. Daniel Punday argues that scholars should, instead, embrace both the power and the fuzziness of the writing metaphor as it relates to computing-which isn’t simply a set of techniques or a collection of technologies but also an idea that resonates throughout contemporary culture. He addresses a wide array of subjects, including film representations of computing (Desk Set, The Social Network), Neal Stephenson’s famous open source manifesto, J. K. Rowling’s legal battle with a fan site, the sorting of digital libraries, subscription services like Netflix, and the Apple versus Google debate over openness in computing.Punday shows how contemporary authors are caught between traditional notions of writerly authority and computing’s emphasis on doing things with writing. What does it mean to be a writer today? Is writing code for an app equivalent to writing a novel? Should we change how we teach writing? Punday’s answers to these questions and others are original and refreshing, and push the study of digital media in productive new directions.
Infrastructure in Video Games

Infrastructure in Video Games

Daniel Punday

Springer International Publishing AG
2024
sidottu
This book will sketch the dynamics of infrastructure in video games, focusing on the relationship between game rules, fictional world, and player interaction. It will discuss a variety of commercial video games, both mainstream and somewhat niche, that use infrastructure in different ways: Control, Wolfenstein, Fallout, This War of Mine, Exocolonist, Cyberpunk, and Frostpunk. Video games offer a particularly rich field for thinking about the relationship between narrative and infrastructure. The infrastructures that exist in the fictional worlds of these games define the experience of play in a very direct way: how players are instantiated in the game, how they move around the play space, the resources that are available, and so on. And those infrastructures in turn very directly definite the nature of the fictional world. In contrast to literary fiction, were infrastructures might remain on the periphery of some stories, by virtue of the centrality of player interaction video games are inherently infrastructural.