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  • Engagements with Literary Gaming

    Engagements with Literary Gaming by Pugh, Tison; Ramey, Lynn;

    Series: Routledge Engagements with Literature;

      • GET 10% OFF

      • Publisher's listprice GBP 41.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        18 958 Ft (18 055 Ft + 5% VAT)
      • Discount 10% (cc. 1 896 Ft off)
      • Discounted price 17 062 Ft (16 250 Ft + 5% VAT)

    17 062 Ft

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    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 17 April 2026

    • ISBN 9781032865638
    • Binding Paperback
    • No. of pages172 pages
    • Size 234x156 mm
    • Weight 320 g
    • Language English
    • Illustrations 12 Illustrations, black & white; 11 Halftones, black & white; 1 Line drawings, black & white; 1 Tables, black & white
    • 696

    Categories

    Short description:

    How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.

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    Long description:

    How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.


    Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the “rules” of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children’s literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling’s Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum’s The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.


    By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.

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    Table of Contents:

    Introduction: Stories That Play Games and Games That Tell Stories; 1. The Rules of Literary Gaming; 2. Narratology versus Ludology, or Ludonarratology; 3. Adapting Literature, Adapting Games: Super Mario Bros. and the Multimedia World of Literary Games; 4. Playing with Identity: Reading J.K. Rowling’s Harry Potter Series and Hogwarts Legacy; 5. Children’s Literature, Children’s Games, and the Enduring Legacy of L. Frank Baum’s The Wizard of Oz; 6. Immersion and Virtual Worlds in Literature and Games: From Hell to Hyrule; 7. Conclusion: Choose Your Own Adventures; References; Index

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