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The Narrative Subject

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ISBN: 9783030511890 Year: Pages: 269 DOI: 10.1007/978-3-030-51189-0 Language: English
Publisher: Springer Nature
Subject: Media and communication
Added to DOAB on : 2020-10-15 00:06:12
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This open access book considers the stories of adolescents and young adults from different regions of the world who use digital media as instruments and stages for storytelling, or who make the media the subject of story telling. These narratives discuss interconnectedness, self-staging, and managing boundaries. From the perspective of media and cultural research, they can be read as responses to the challenges of contemporary society. Providing empirical evidence and thought-provoking explanations, this book will be useful to students and scholars who wish to uncover how ongoing processes of cultural transformation are reflected in the thoughts and feelings of the internet generation.

Gaming and the Arts of Storytelling

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ISBN: 9783039212316 9783039212323 Year: Pages: 144 DOI: 10.3390/books978-3-03921-232-3 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Philosophy
Added to DOAB on : 2019-08-28 11:21:27
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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

Creative Crowds

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ISBN: 9783941310421 Year: Pages: 408 DOI: 978-3-96317-709-5 Language: German
Publisher: Büchner-Verlag
Subject: Media and communication --- Social Sciences
Added to DOAB on : 2020-01-17 15:34:45
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Die Vorstellungen von Fans als hysterischen Teenies, aggressiven Hooligans oder nerdigen Einzelgängern haben sich drastisch gewandelt. Wurden Trekkies, Live-Rollenspieler oder Gothics vor einigen Jahren noch kritisch beäugt, debattiert heute jeder über die »Hobbit«-Filme oder die neue »Sherlock«-Staffel und kann sein Ramones-Shirt beim Discounter kaufen. Durch das Internet sind Fans nicht nur im Mainstream angekommen, sondern mündiger und kreativer geworden. Längst geben sie sich nicht mehr nur der Verehrung ihrer Lieblingsfiguren und Idole hin, sie erobern auch für sich selbst und ihren kreativen Output einen Platz in der Popkultur.Der vorliegende Band versammelt Beiträge aus verschiedenen Disziplinen zu einem facettenreichen Spektrum von Fandoms, Fankulturen und Fankreationen im deutschsprachigen Raum: vom Fußballstadion bis ins Onlineforum, von Cosplayern zu Viddern, von Prince bis »Twilight«.

Kriegserfahrungen erzählen

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Book Series: Mainzer Historische Kulturwissenschaften ISBN: 9783839437087 Year: Pages: 162 Language: German
Publisher: transcript Verlag Grant: Schweizerischer Nationalfonds zur Förderung der Wissenschaftlichen Forschung
Subject: History
Added to DOAB on : 2017-09-01 11:01:05
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How were accounts of war told in the Middle Ages and the Early Modern era? The contributions to this volume pursue this question in an innovative way through the combination of historical and literary methodologies. With the aid of this interdisciplinary approach, the texts examine storytelling practices and strategies which dissolved genre barriers between factual and fictional texts, thereby expanding insights with regard to their presentation of experience. This volume is not only a pioneering work of cultural studies research, but also an example of successful and productive interdisciplinary collaboration.

The Sacred & the Digital. Critical Depictions of Religions in Video Games

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ISBN: 9783038978305 9783038978312 Year: Pages: 184 DOI: 10.3390/books978-3-03897-831-2 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Religion
Added to DOAB on : 2019-04-25 16:37:17
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

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