Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Monday, March 9, 2009

Patient Tales


Carol Berkenkotter, Patient Tales: Case Histories and the Uses of Narrative in Psychiatry (Columbia: University of South Carolina Press, 2009).

From the publisher:

In this engrossing study of tales of mental illness, Carol Berkenkotter examines the evolving role of case history narratives in the growth of psychiatry as a medical profession. Patient Tales follows the development of psychiatric case histories from their origins at Edinburgh Medical School and the Royal Edinburgh Infirmary in the mid-eighteenth century to the medical records of contemporary American mental health clinics. Spanning two centuries and several disciplines, Berkenkotter's investigation illustrates how discursive changes in this genre mirrored evolving assumptions and epistemological commitments among those who cared for the mentally ill.

During the asylum era, case histories were a means by which practitioners organized and disseminated local knowledge through professional societies, affiliations, and journals. The way in which these histories were recorded was subsequently codified, giving rise to a genre. In her thorough reading of Sigmund Freud's Fragment of an Analysis of a Case of Hysteria, Berkenkotter shows how this account of Freud's famous patient "Dora" led to technical innovation in the genre through the incorporation of literary devices. In the volume's final section, Berkenkotter carries the discussion forward to the present in her examination of the turn from psychoanalysis to a research-based and medically oriented classification system now utilized by the American Psychiatric Association. Throughout her work Berkenkotter stresses the value of reading case histories as an interdisciplinary bridge between the humanities and sciences.

From the series Studies in Rhetoric / Communication, edited by Tom Benson

Tuesday, March 3, 2009

Video Game Spaces

Michael Nitsche, Video Game Spaces: Image, Play, and Structure in 3D Worlds (Cambridge: MIT University Press, 2009).

From the Press:

The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis.

Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of game worlds, and ultimately explores how we use and comprehend their functionality.

Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective.

Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

About the Author

Michael Nitsche is Assistant Professor at the School of Literature, Communication, and Culture at the Georgia Institute of Technology.


I haven't seen this yet, but it's on my list. (It's a long list).