Third Person
Title | Third Person PDF eBook |
Author | Pat Harrigan |
Publisher | MIT Press |
Total Pages | 493 |
Release | 2017-03-03 |
Genre | Games & Activities |
ISBN | 0262533790 |
Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.
The Third Person
Title | The Third Person PDF eBook |
Author | Emma Grove |
Publisher | Drawn & Quarterly |
Total Pages | 920 |
Release | 2022-05-03 |
Genre | Comics & Graphic Novels |
ISBN | 1770466444 |
In the winter of 2004, a shy woman named Emma sits in Toby’s office. She wants to share this wonderful new book she’s reading, but Toby, her therapist, is concerned with other things. Emma is transgender, and has sought out Toby for approval for hormone replacement therapy. Emma has shown up at the therapy sessions as an outgoing, confident young woman named Katina, and a depressed, submissive workaholic named Ed. She has little or no memory of her actions when presenting as these other two people. And then Toby asks about her childhood . . . As the story unfolds, we discover clues to Emma’s troubled past and how and why these other two people may have come into existence. As Toby juggles treating three separate people, each with their own unique personalities and memories, he begins to wonder if Emma is merely acting out to get attention, or if she actually has Dissociative Identity Disorder. Is she just a troubled woman in need of help? And is “the third person” in her brain protecting her, or derailing her chances of ever finding peace? The Third Person is a riveting memoir from newcomer Emma Grove. Drawn in thick, emotive lines, with the refined style of a comics vet, Grove has created a singular, gripping depiction of the intersection of identities and trauma. The Third Person is a testament to the importance of having the space to heal and live authentically.
The Third Person
Title | The Third Person PDF eBook |
Author | Roberto Esposito |
Publisher | Polity |
Total Pages | 184 |
Release | 2012-07-16 |
Genre | Philosophy |
ISBN | 0745643973 |
Roberto Esposito is one of leading figures in a new generation of Italian philosophers. This book criticizes the notion of the person and develops an original account of the concept of the impersonal - what he calls the third person
Second Person
Title | Second Person PDF eBook |
Author | Pat Harrigan |
Publisher | MIT Press |
Total Pages | 428 |
Release | 2010-01-22 |
Genre | Social Science |
ISBN | 0262514184 |
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
Third Person
Title | Third Person PDF eBook |
Author | Amy W. Vogel |
Publisher | |
Total Pages | 127 |
Release | 2018 |
Genre | Devotional calendars |
ISBN | 9781628245424 |
Third person
Title | Third person PDF eBook |
Author | |
Publisher | Philistine Press |
Total Pages | 273 |
Release | 2003 |
Genre | |
ISBN |
Self Versus Others
Title | Self Versus Others PDF eBook |
Author | Julie L. Andsager |
Publisher | Routledge |
Total Pages | 257 |
Release | 2009-03-04 |
Genre | Language Arts & Disciplines |
ISBN | 1135598932 |
Self Versus Others explores the third-person effect and its role in media as a means of persuasion. This scholarly work synthesizes more than two decades of research on the third-person effect, the process in which individuals do not perceive themselves to be impacted by particular messages—such as persuaded to engage in risky behaviors or encouraged to be violent—but they believe others will be. Authors Julie L. Andsager and H. Allen White focus their analysis specifically on the role of media and media messages, and assert that the third-person effect functions as a means of persuasion. They explore the underlying concepts and connections this effect shares with established theories of persuasion and mediated communication. The only volume to date focusing on the topic, Self Versus Others demonstrates the significant impact persuasion has on public opinion, behavior, and policy. As such, understanding the means through which persuasion can be accomplished thereby provides a powerful tool. Timely and succinct, this book: *provides thorough synthesis of third-person effect literature; *argues that systematic versus heuristic processing underlies third-person perceptions; and *conceptually links third-person effects with co-orientation. Intended for communication scholars with an interest in persuasion, as well as those in key areas including mass communication, health communication, and political communication, this book is also appropriate for advanced courses in persuasion, communication theory, and campaigns.