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How do postmodern texts challenge traditional text-reader relations? Postmodern Mediacase study 2 - videogames
Traditional text-reader relations The text is central to the generation of meaning The reader responds to what the text says The text =  Book film  TV programme  newspaper  magazine  webpage  videogame  radio programme This privileges the position of the producer / author – they are more important than us, mere readers
Traditional text-reader relations Marxist media / cultural studies theorist, Stuart Hall argues that we adopt one of three possible positions when ‘reading’ a text: Preferred reading – where we fully agree with what we ‘read’ Negotiated reading – where we partly agree, partly disagree Oppositional reading - where we fully disagree with what we ‘read’ These ideas are old – are they still true? Roland Barthes, film & cultural studies theorist, proclaimed ‘the death of the author and the birth of the reader’ in relation to film This is a rejection of the notion of the auteur (author) as the supreme dictator of meaning in the text
Traditional text-reader relations Do videogames challenge these ideas of traditional text-reader relations? Is the producer or the player in control of how a player makes sense of a game?
Traditional text-reader relations Arguably, videogames mark the end of traditional text-reader relations It is the player who determines how to play and how to interact with the narrative structure of the game – whether to play by the rules or not, whether to use cheat codes or not Without the player, there is no game – if the player doesn’t play, then nothing happens – the player is in total control If watching a film and you fall asleep, the film continues, you miss part of the story – the film’s characters know the story but you don’t Online gaming – nothing happens without the active participation of the players – no game without the players
Traditional text-reader relations Just as arguably, it can be said that videogames do not mark the end of traditional text-reader relations Offline gaming – you are dependent on following the narrative of the game to make progress – that narrative is written by the producers, not the player Are videogames the first medium to offer the ‘reader’ narrative choices?  No http://en.wikipedia.org/wiki/Fighting_Fantasy

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How postmodern texts challenge text-reader relations

  • 1. How do postmodern texts challenge traditional text-reader relations? Postmodern Mediacase study 2 - videogames
  • 2. Traditional text-reader relations The text is central to the generation of meaning The reader responds to what the text says The text = Book film TV programme newspaper magazine webpage videogame radio programme This privileges the position of the producer / author – they are more important than us, mere readers
  • 3. Traditional text-reader relations Marxist media / cultural studies theorist, Stuart Hall argues that we adopt one of three possible positions when ‘reading’ a text: Preferred reading – where we fully agree with what we ‘read’ Negotiated reading – where we partly agree, partly disagree Oppositional reading - where we fully disagree with what we ‘read’ These ideas are old – are they still true? Roland Barthes, film & cultural studies theorist, proclaimed ‘the death of the author and the birth of the reader’ in relation to film This is a rejection of the notion of the auteur (author) as the supreme dictator of meaning in the text
  • 4. Traditional text-reader relations Do videogames challenge these ideas of traditional text-reader relations? Is the producer or the player in control of how a player makes sense of a game?
  • 5. Traditional text-reader relations Arguably, videogames mark the end of traditional text-reader relations It is the player who determines how to play and how to interact with the narrative structure of the game – whether to play by the rules or not, whether to use cheat codes or not Without the player, there is no game – if the player doesn’t play, then nothing happens – the player is in total control If watching a film and you fall asleep, the film continues, you miss part of the story – the film’s characters know the story but you don’t Online gaming – nothing happens without the active participation of the players – no game without the players
  • 6. Traditional text-reader relations Just as arguably, it can be said that videogames do not mark the end of traditional text-reader relations Offline gaming – you are dependent on following the narrative of the game to make progress – that narrative is written by the producers, not the player Are videogames the first medium to offer the ‘reader’ narrative choices? No http://en.wikipedia.org/wiki/Fighting_Fantasy