record

Thesis Info

LABS ID
00781
Thesis Title
Playing and Making Poetic Videogames
Author
Jordan Magnuson
2nd Author
3rd Author
Degree
MFA
Year
2019
Number of Pages
152
University
University of California, Santa Cruz
Thesis Supervisor
Noah Wardrip-Fruin
Supervisor e-mail
nwf AT soe.ucsc.edu
Other Supervisor(s)
Susana Ruiz, Michaël Samyn
Language(s) of Thesis
English
Department / Discipline
Digital Arts and New Media
Languages Familiar to Author
URL where full thesis can be found
jordanmagnuson.s3.amazonaws.com/playing-and-making-poetic-videogames.pdf
Keywords
computer games, game design, game studies, poetics, poetry, video games
Abstract: 200-500 words
As a videogame creator who has long thought of the games I make as akin to poems, I believe our vocabulary for discussing meaning in videogames is too limited. The last few years have seen an outpouring of fruitful scholarship around games, much of which operates outside of traditional dichotomies, but the question of how one might fruitfully apply a poetry lens to videogames has remained largely unexplored. In this paper, I consider some tensions that have come out of my own creative practice and lay some groundwork for the discussion and creation of poetic videogames. I start by laying the basis for a poetics of the lyric for videogames because I believe that any discussion of the poetic potential of videogames requires a framework for considering the nature and mechanism of poetic effect in games. I call it a poetics of the lyric because it is a poetics rooted in an examination of lyric poetry. Drawing from my own practice, I also attempt to answer the question of what poetic intervention in videogames is all about in the first place, and propose a poetic praxis founded on the idea of intervening in the established language of videogames—a vast tangled web of visual, auditory, and procedural signifiers—to recast, enliven, and make that language new. The goal of my project is not to propose a monolithic framework, or to separate videogame poems and poets from their nonpoetic counterparts, but rather to see if I can find some language that might help us notice and appreciate certain aspects of videogames that other approaches might dismiss or minimize, as well as to provide a possible starting place for those desiring to approach videogame creation as an intentional poetic practice.