Intermedia Games Games Inter Media

Intermedia Games   Games Inter Media
Author: Michael Fuchs,Jeff Thoss
Publsiher: Bloomsbury Publishing USA
Total Pages: 247
Release: 2019-02-21
Genre: Social Science
ISBN: 9781501330506

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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Intermedia Games games Inter Media

Intermedia Games  games Inter Media
Author: Michael Fuchs,Jeff Thoss
Publsiher: Unknown
Total Pages: 135
Release: 2019
Genre: Intermediality
ISBN: 1501330527

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The Palgrave Handbook of Intermediality

The Palgrave Handbook of Intermediality
Author: Jørgen Bruhn,Asun López-Varela Azcárate,Miriam de Paiva Vieira
Publsiher: Springer Nature
Total Pages: 1254
Release: 2024-01-02
Genre: Literary Criticism
ISBN: 9783031283222

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This handbook provides an extensive overview of traditional and emerging research areas within the field of intermediality studies, understood broadly as the study of interrelations among all forms of communicative media types, including transmedial phenomena. Section I offers accounts of the development of the field of intermediality - its histories, theories and methods. Section II and III then explore intermedial facets of communication from ancient times until the 21st century, with discussion on a wide range of cultural and geographical settings, media types, and topics, by contributors from a diverse set of disciplines. It concludes in Section IV with an emphasis on urgent societal issues that an intermedial perspective might help understand.

Moving Frames

Moving Frames
Author: Carrie Collenberg-González,Martin P. Sheehan
Publsiher: Berghahn Books
Total Pages: 257
Release: 2022-02-14
Genre: Performing Arts
ISBN: 9781800733770

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As the building blocks of moving pictures, photographs have played an integral role in cinema since the dawn of the medium—a relationship that has grown more complexly connected even as the underlying technologies continue to evolve. Moving Frames explores the use of photographs in German films from Expressionism to the Berlin School, addressing the formal and narrative roles that photographs play as well as the cultural and historical contexts out of which these films emerged. Looking beyond and within the canon, the editors gather stimulating new insights into the politics of surveillance, resistance, representation, and collective memory functioning through photographic rupture and affect in German cinema.

Paratextualizing Games

Paratextualizing Games
Author: Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publsiher: transcript Verlag
Total Pages: 364
Release: 2021-11-30
Genre: Social Science
ISBN: 9783732854219

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

The Intermediality of Contemporary Visual Arts

The Intermediality of Contemporary Visual Arts
Author: Asun López-Varela Azcárate
Publsiher: BoD – Books on Demand
Total Pages: 160
Release: 2023-11-22
Genre: Social Science
ISBN: 9781803558585

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The Intermediality of Contemporary Visual Arts explores a range of topics within the field. The volume delves into the realm of intermediality within the visual arts. Each chapter explores a different aspect; from the evolution of Intermedial Studies over the past decades to the shifts in print typography and the emergence of “cut-ups” within a context of resistance against conventions, the concept of Visual Music and its relation to pioneering filmmaking, visual representations of intimacy as they evolve from painting to other visual formats like comics, film, and television, and finally the transmedial potential of cultural symbols in virtual reality, all of which involve greater multimodal and emotional elements that enhance audience immersion. The volume closes by highlighting the need for a comprehensive approach to visual art education and pedagogical methods that foster creativity, emphasizing the intermedial aspects present in contemporary visual arts.

Fictional Games

Fictional Games
Author: Stefano Gualeni,Riccardo Fassone
Publsiher: Bloomsbury Publishing
Total Pages: 217
Release: 2022-12-15
Genre: Philosophy
ISBN: 9781350277106

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What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Comics and Videogames

Comics and Videogames
Author: Andreas Rauscher,Daniel Stein,Jan-Noël Thon
Publsiher: Routledge
Total Pages: 361
Release: 2020-10-18
Genre: Comics & Graphic Novels
ISBN: 9781000224214

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This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.