AustLit logo

AustLit

Issue Details: First known date: 2018... 2018 What Games Writing Teaches Us about Creative Writing : A Case Study of The Fullbright Company’s Gone Home
The material on this page is available to AustLit subscribers. If you are a subscriber or are from a subscribing organisation, please log in to gain full access. To explore options for subscribing to this unique teaching, research, and publishing resource for Australian culture and storytelling, please contact us or find out more.

AbstractHistoryArchive Description

'This paper challenges the popular perception of creativity as a characteristic of special individuals and, instead, proposes that creativity is an emergent event resulting from the dynamic interaction of a creative subject (or subjects), a social and cultural context, and the material artefact (itself embodying its own social and cultural history). This theory of creativity derives inspiration from the social psychology of creativity and, especially, the research of Vlad Petre Glăveanu, who analyses Romanian Easter-egg decoration to establish how creativity in all its manifestations occurs as a ‘distributed, dynamic, sociocultural and developmental phenomenon’ (2014: 2, original emphasis). This paper focuses on games writing. Taking as its case study The Fullbright Company’s multiaward-winning computer game Gone Home (2013), and informed by an interview with The Fullbright Company’s Steve Gaynor, this paper attends to the ‘sociality, materiality and temporality of the creative work’ (Glăveanu 2014: 5). Having deliberately chosen a game with literary characteristics, the paper aims to arrive at a deeper appreciation of a new form of creative writing (conceived here in a way that accepts medial change as a fundamental part of literary history). It concludes with a reflection on the possibility for a less Romantic and elitist understanding of creative writing in its traditional forms.'  (Publication abstract)

Publication Details of Only Known VersionEarliest 2 Known Versions of

  • Appears in:
    y separately published work icon TEXT Special Issue Website Series no. 49 April 2018 14203136 2018 periodical issue

    'This special issue of TEXT considers the new forms of writers and writing practices that are emerging in our digital age, paying specific attention to the various convergences of writing practices with cultures of gaming.' (Source : Introduction)

    2018
Last amended 26 Jul 2018 12:21:17
http://www.textjournal.com.au/speciss/issue49/Takolander.pdf What Games Writing Teaches Us about Creative Writing : A Case Study of The Fullbright Company’s Gone Homesmall AustLit logo TEXT Special Issue Website Series
X