2019
DOI: 10.1177/1555412019884461
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Introduction: A Literary Studies/Games Studies Conversation

Abstract: In this special issue of Games and Culture, we present papers originally delivered at the “Literature and Video Games: Beyond Stereotypes” event co-organized by colleagues from the University of St Andrews, the University of Glasgow, and Abertay University. Instead of gesturing toward a summary and synthesis of the published articles, we invite readers to consider these in light of the issues raised in this Introduction, which is itself a very condensed version of many exchanges between the coeditors.

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Cited by 3 publications
(5 citation statements)
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“…This type of research with the title "Baluk olas (Eighteen) Sasak Scripts in the Digital Era Based on the Mobile Games" is included in the type of experimental research [31]. This study makes an application that functions as a medium to recognize the Sasak Baluk olas scripts by providing information about the Sasak scripts [32].…”
Section: G Research Typementioning
confidence: 99%
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“…This type of research with the title "Baluk olas (Eighteen) Sasak Scripts in the Digital Era Based on the Mobile Games" is included in the type of experimental research [31]. This study makes an application that functions as a medium to recognize the Sasak Baluk olas scripts by providing information about the Sasak scripts [32].…”
Section: G Research Typementioning
confidence: 99%
“…This game is made in 15 levels that have different levels of difficulty and increase with each level. This is made because the game's main concept is something that can be played with certain rules so that there are winners and losers with the aim of refreshing [31]. The description of the developed game concept can be seen in table 1.…”
Section: ) Conceptmentioning
confidence: 99%
“…The dialogue between literary and game studies is being cautiously reopened (see again Hutton & Barr, 2020) after a period of relative distanciation between the two fields. Bogost (2006) talks about "unit operations" to describe the way in which the formal properties of a certain artifact-such as prosody in poetry or a particular gameplay mechanic in a video game-carry a certain ideological meaning.…”
Section: Introductionmentioning
confidence: 99%
“…"The novel today is unquestionably being shaped by the cultural presence of video games," writes Hayot (2021, p. 180). The idea that literature may have influenced at 1 Ghent University, Ghent, Belgium least certain forms of (story-driven) digital entertainment is, of course, nothing new: it has been discussed countless times under headings such as "remediation" (Bolter & Grusin, 1999) and "intermediality" (Fuchs & Thoss, 2019), including by a special issue of this journal (Hutton & Barr, 2020). Video games don't exist in a cultural vacuum but build on forms and motifs handed down by literary history, from mythological narratives (in games such as Hades or the God of War franchise) to whole genres such as cyberpunk or postapocalyptic fiction.…”
Section: Introductionmentioning
confidence: 99%
“…But perhaps the undeniable synergies between the two media might render the process of adaptation from movie to game more straightforward than, say, adapting literature to film. As noted by Hutton and Barr (2019), video game adaptations of great literary works are relatively scarce, for example, despite the increasing visibility of games in the study of adaptation.…”
Section: Introductionmentioning
confidence: 99%