Rhetoric of Videogames as Embodied Practice (Record no. 6852)

MARC details
000 -LEADER
fixed length control field 01691 a2200349 4500
001 - CONTROL NUMBER
control field 1351399489
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20250317111632.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 250312042017GB 56 eng
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781351399487
037 ## - SOURCE OF ACQUISITION
Source of stock number/acquisition Taylor & Francis
Terms of availability GBP 41.99
Form of issue BB
040 ## - CATALOGING SOURCE
Original cataloging agency 01
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title eng
072 7# - SUBJECT CATEGORY CODE
Subject category code GTC
Source thema
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Subject category code JBCT
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Subject category code NH
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Subject category code GTC
Source bic
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Subject category code JFD
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Subject category code H
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Subject category code LAN015000
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Subject category code LAN005000
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Subject category code GAM013000
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Subject category code COM079000
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Subject category code COM087000
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Subject category code LAN004000
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072 7# - SUBJECT CATEGORY CODE
Subject category code 128.4
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100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Steve Holmes
245 10 - TITLE STATEMENT
Title Rhetoric of Videogames as Embodied Practice
Remainder of title Procedural Habits
250 ## - EDITION STATEMENT
Edition statement 1
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Oxford
Name of publisher, distributor, etc. Routledge
Date of publication, distribution, etc. 20170911
300 ## - PHYSICAL DESCRIPTION
Extent 286 p
520 ## - SUMMARY, ETC.
Expansion of summary note The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character ( ethos ), habit ( hexis ), and nature ( phusis ) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

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