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Jeu vidéo et livre

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ISBN: 9791036512353 DOI: 10.4000/books.pulg.2716 Language: French
Publisher: Presses universitaires de Liège
Added to DOAB on : 2019-12-06 13:15:43
License: OpenEdition Licence for Books

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Si les rapports entre jeu vidéo et cinéma suscitent depuis longtemps l’intérêt des milieux académiques, les relations, échanges et points de passage entre le livre et le jeu vidéo constituent pour leur part un domaine de recherche toujours en friche. Pourtant, les interactions entre ces deux médias sont loin d’être des exceptions et les disciplines qui les étudient (les game studies et l’histoire du livre) sont connectées par une certaine affinité méthodologique : tous deux ont un fondement profondément interdisciplinaire ; tous deux rassemblent, autour d’un objet commun, des chercheurs issus d’horizons très différents. Cette parenté disciplinaire, ajoutée à la richesse des constants échanges entre livre et jeu vidéo, a encouragé la conception de cet ouvrage collectif consacré à la rencontre entre le médium vidéoludique et son voisin livresque.

Star Wars and the History of Transmedia Storytelling

Authors: ---
ISBN: 9789462986213 Year: DOI: 10.5117/9789462986213 Language: Undetermined
Publisher: Amsterdam University Press
Subject: Media and communication
Added to DOAB on : 2017-10-05 11:01:47
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The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world’s most profitable transmedia franchise.

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«.

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: eng
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

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: eng
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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