Performativity in art, literature and videogames

Research output: Book/ReportBook

22 Citations (Scopus)


This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.
Original languageEnglish
Place of PublicationCham
PublisherPalgrave Macmillan
Number of pages331
ISBN (Electronic)9783319544519
ISBN (Print)9783319544502
Publication statusPublished - 12 Jul 2017


  • Performative multiplicities
  • Chronotypology
  • Narratology
  • Software and the Body
  • Digital games


Dive into the research topics of 'Performativity in art, literature and videogames'. Together they form a unique fingerprint.

Cite this