000 | 01691 a2200349 4500 | ||
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001 | 1351399489 | ||
005 | 20250317111632.0 | ||
008 | 250312042017GB 56 eng | ||
020 | _a9781351399487 | ||
037 |
_bTaylor & Francis _cGBP 41.99 _fBB |
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040 | _a01 | ||
041 | _aeng | ||
072 | 7 |
_aGTC _2thema |
|
072 | 7 |
_aJBCT _2thema |
|
072 | 7 |
_aNH _2thema |
|
072 | 7 |
_aGTC _2bic |
|
072 | 7 |
_aJFD _2bic |
|
072 | 7 |
_aH _2bic |
|
072 | 7 |
_aLAN015000 _2bisac |
|
072 | 7 |
_aLAN005000 _2bisac |
|
072 | 7 |
_aGAM013000 _2bisac |
|
072 | 7 |
_aCOM079000 _2bisac |
|
072 | 7 |
_aCOM087000 _2bisac |
|
072 | 7 |
_aLAN004000 _2bisac |
|
072 | 7 |
_a128.4 _2bisac |
|
100 | 1 | _aSteve Holmes | |
245 | 1 | 0 |
_aRhetoric of Videogames as Embodied Practice _bProcedural Habits |
250 | _a1 | ||
260 |
_aOxford _bRoutledge _c20170911 |
||
300 | _a286 p | ||
520 | _bThe 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. | ||
999 |
_c6852 _d6852 |