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dc.contributor.advisorMuri, Allisonen_US
dc.creatorJackson, Jordanen_US
dc.date.accessioned2009-09-15T22:03:39Zen_US
dc.date.accessioned2013-01-04T04:58:37Z
dc.date.available2010-09-16T08:00:00Zen_US
dc.date.available2013-01-04T04:58:37Z
dc.date.created2009-09en_US
dc.date.issued2009-09en_US
dc.date.submittedSeptember 2009en_US
dc.identifier.urihttp://hdl.handle.net/10388/etd-09152009-220339en_US
dc.description.abstractVideo games are currently stigmatized in general culture as a lesser form of entertainment, and much of the current scholarly debate on them is unable to identify those games that also function as works of literature and to perform appropriate critical analysis. This thesis aims to rectify the above through two separate engagements. The first engagement demonstrates that the current scholarly debate over avatars can be redirected into a more productive debate on perspectives: the way in which a player is situated within a game and how this alters how the game story is told. The second engagement is with Espen Aarseth’s concept of ergodic literature, and thus demonstrate how this unique property of video games allows for the traversal of a video game’s narrative. These two issues when considered together provide a method for determining whether a video game is attempting to also be literature.en_US
dc.language.isoen_USen_US
dc.subjectavataren_US
dc.subjectvideo gameen_US
dc.subjectperspectiveen_US
dc.subjectliteratureen_US
dc.subjectergodicen_US
dc.titleOn perspectives and ergodics: video games as literatureen_US
thesis.degree.departmentEnglishen_US
thesis.degree.disciplineEnglishen_US
thesis.degree.grantorUniversity of Saskatchewanen_US
thesis.degree.levelMastersen_US
thesis.degree.nameMaster of Arts (M.A.)en_US
dc.type.materialtexten_US
dc.type.genreThesisen_US
dc.contributor.committeeMemberHynes, Peteren_US
dc.contributor.committeeMemberVargo, Lisaen_US
dc.contributor.committeeMemberMandryk, Reganen_US
dc.contributor.committeeMemberFlynn, Kevinen_US


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