Chapter 1 Introduction
1.1 Ludicity
and literariness in the digital age 1.2 Ludic books and literary "games"
1.3 Methodology and structure
Chapter 2 Playing with rather than by rules
2.1 Introduction2.2 Ludology and its philosophical foundations
2.3 Playfulness as aesthetic tool and weapon
2.4 Games, play and literature
2.5 Literature born digital
2.6 Art games versus Game Art
Chapter 3 Between ludicity and literariness
3.1 Introduction
3.2 Cognitive frameworks for reading and gameplay
3.3 Viewing Axolotls - approaching the ludic in digital literature
3.4 The literary-ludic spectrum
3.5 Approaching functional ludo-stylistics
Chapter 4 "The pen is your weapon of
choice": ludic hypertext literature and the play with the reader
4.1 Introduction4.2 Alea: Deena Larsen's Firefly
4.3 Ilinx: Richard Holeton's Figurski at Findhorn on Acid
4.4 Mimicry: Shelley Jackson's Patchwork Girl
4.5 Agon: Robert Kendall's Clues
4.6 Discussion
Chapter 5 "Love poem or break up note?" Ludic hypermedia fiction and Loss of Grasp
5.1 Introduction5.2 Heuristic ergodicity in games and digital interactive art
5.3 Analyzing Loss of Grasp: fallaciousness, heuristic ergodicity and cybertextuality
5.4 Discussion
Chapter 6 "Your innocence drifts away": anti-ludicity
and ludic mechanics in The Princess
Murderer
6.1 Introduction6.2 Antiludicity as subversive design practice
6.3 "Clicking" damsels in distress: The Princess Murderer and its antiludic agenda
6.4 Discussion
Chapter 7 Of windsighs and wayfaring: Blue Lacuna, an epic interactive fiction
7.1 Introduction7.2 IF as the classic hybrid between adventure game and literary narrative
7.3 Blue Lacuna - epic, novel and game
7.4 A ludostylistic approach to analyzing Blue Lacuna
7.5 Discussion
Chapter 8 The paradox of poetic gaming: evidence of everything exploding
8.1 Introduction8.2 Digital détournement in Game Art and art games
8.3 Pop-surrealism and poetry gaming: Jason Nelson's evidence of everything exploding
8.4 Discussion
Chapter 9 From paidia to ludus: The Path, a literary auteur game
9.1 Introduction9.2 To game or not to game: slowness, dérive and allusive fallacy
9.3 The Path - transmediation, tragedy, trauma
9.4 A ludostylistic analysis of The Path
9.5 Discussion