A Multimodal Approach to Video Games and the Player Experience

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Publisher : Routledge
ISBN 13 : 135118475X
Total Pages : 241 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis A Multimodal Approach to Video Games and the Player Experience by : Weimin Toh

Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Multimodal Semiotics and Rhetoric in Videogames

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Author :
Publisher : Routledge
ISBN 13 : 1351659715
Total Pages : 171 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Multimodal Semiotics and Rhetoric in Videogames by : Jason Hawreliak

Download or read book Multimodal Semiotics and Rhetoric in Videogames written by Jason Hawreliak and published by Routledge. This book was released on 2018-09-14 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.

Universal Design in Video Games

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Publisher : Springer Nature
ISBN 13 : 3031305957
Total Pages : 310 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Universal Design in Video Games by : Adam Palmquist

Download or read book Universal Design in Video Games written by Adam Palmquist and published by Springer Nature. This book was released on with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Multimodal Approaches to Media Discourses

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Author :
Publisher : Routledge
ISBN 13 : 1000097927
Total Pages : 206 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Multimodal Approaches to Media Discourses by : Tim Griebel

Download or read book Multimodal Approaches to Media Discourses written by Tim Griebel and published by Routledge. This book was released on 2020-08-18 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multimodal Approaches to Media Discourses brings together contributions from an interdisciplinary group of scholars on corpus-assisted analyses of multimodal data on austerity discourses in the United Kingdom, which extend and expand on the understanding of austerity but also of the methodologies used to analyse multimodal corpora. The volume demonstrates how the austerity measures introduced in response to global economic and financial crises in recent years can be viewed as being more complexly layered than they appear, not simply reduced to their connections to spending cuts and fiscal debt. The book employs an innovative methodological approach, in which established and emerging scholars from linguistics and computational and social sciences critically reflect on the exact same set of data – multimodal texts and articles from The Guardian and The Daily Telegraph from 2010 to 2016. This framework allows for the exploration of the role of the media in mediating the public’s assessment of austerity and the ideas, actors, emotions, geographies and broader material context which contribute to such perceptions. In so doing, the volume also offers unique insights into systematic analyses to multimodal data which may be applied to other topics and connected with other disciplines. Enhancing our awareness and assessment of austerity in public discourse and of the methodologies to study it, this book is key reading for students and researchers in discourse analysis, corpus linguistics, multimodality, and those working at the intersection of these fields.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1000440656
Total Pages : 256 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae

Download or read book Immersion, Narrative, and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Stylistic Approaches to Pop Culture

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Publisher : Taylor & Francis
ISBN 13 : 1000619214
Total Pages : 270 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Stylistic Approaches to Pop Culture by : Christoph Schubert

Download or read book Stylistic Approaches to Pop Culture written by Christoph Schubert and published by Taylor & Francis. This book was released on 2022-08-10 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection showcases the unique potential of stylistic approaches for better understanding the multifaceted nature of pop culture discourse. As its point of departure, the book takes the notion of pop culture as a phenomenon characterized by the interaction of linguistic signs with other modes such as imagery and music to examine a diverse range of genres through the lens of stylistics. Each section is grouped around thematic lines, looking at literary fiction, telecinematic discourse, music and lyrics, as well as cartoons and video games. The 12 chapters analyze different forms of media through five central strands of stylistics, from sociolinguistic, pragmatic, cognitive, multimodal, to corpus-based approaches. In drawing on these various stylistic frameworks and applying them across genres and modes, the contributions offer readers deeper insights into the role of scripted and performed language in social representation and identity construction, thereby highlighting the affordances of stylistics research in studying pop cultural texts. This volume is of particular interest to students and researchers in stylistics, linguistics, literary studies, media studies, and cultural studies.

Empirical Multimodality Research

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110725002
Total Pages : 295 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Empirical Multimodality Research by : Jana Pflaeging

Download or read book Empirical Multimodality Research written by Jana Pflaeging and published by Walter de Gruyter GmbH & Co KG. This book was released on 2021-11-08 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume advances the data-based study of multimodal artefacts and performances by showcasing methods and results from the latest endeavors in empirical multimodal research, representing a vibrant international and interdisciplinary research community. The collated chapters identify and seek to inspire novel, mixed-method approaches to investigate meaning-making mechanisms in current communicative artifacts, designs, and contexts; while attending to their immersive, aesthetic, and ideological dimensions. Each contribution details innovative aspects of empirical multimodality research, offering insights into challenges evolving from quantitative approaches, particular corpus work, results from eye-tracking and psychological experiments, and analyses of dynamic interactive experiences. The approaches and results presented foreground the inherent multidisciplinary nature and implications of multimodality, renegotiating concepts across linguistics, media studies, (social) semiotics, game studies, and design. With this, the volume will inform both current and future developments in theory, methods, and transdisciplinary contexts and become a landmark reference for anyone interested in the empirical study of multimodality.

Approaches to Videogame Discourse

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501338463
Total Pages : 331 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Approaches to Videogame Discourse by : Astrid Ensslin

Download or read book Approaches to Videogame Discourse written by Astrid Ensslin and published by Bloomsbury Publishing USA. This book was released on 2019-05-02 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

Simulation and Gaming for Social Impact

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Publisher : Springer Nature
ISBN 13 : 3031371712
Total Pages : 233 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Simulation and Gaming for Social Impact by : Casper Harteveld

Download or read book Simulation and Gaming for Social Impact written by Casper Harteveld and published by Springer Nature. This book was released on 2023-07-18 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.

Games User Research

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Publisher : CRC Press
ISBN 13 : 1498706428
Total Pages : 311 pages
Book Rating : 4.4/5 (987 download)

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Book Synopsis Games User Research by : Miguel Angel Garcia-Ruiz

Download or read book Games User Research written by Miguel Angel Garcia-Ruiz and published by CRC Press. This book was released on 2017-12-19 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

The Authoring Problem

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Publisher : Springer Nature
ISBN 13 : 3031052145
Total Pages : 344 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis The Authoring Problem by : Charlie Hargood

Download or read book The Authoring Problem written by Charlie Hargood and published by Springer Nature. This book was released on 2023-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.

Game Usability

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Publisher : CRC Press
ISBN 13 : 0123744474
Total Pages : 400 pages
Book Rating : 4.1/5 (237 download)

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Book Synopsis Game Usability by : Katherine Isbister

Download or read book Game Usability written by Katherine Isbister and published by CRC Press. This book was released on 2008-08-12 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.

The Language of Gaming

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Publisher : Bloomsbury Publishing
ISBN 13 : 0230357083
Total Pages : 219 pages
Book Rating : 4.2/5 (33 download)

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Book Synopsis The Language of Gaming by : Astrid Ensslin

Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

A Multimodal Perspective on Applied Storytelling Performances

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Author :
Publisher : Routledge
ISBN 13 : 1351059971
Total Pages : 186 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis A Multimodal Perspective on Applied Storytelling Performances by : Soe Marlar Lwin

Download or read book A Multimodal Perspective on Applied Storytelling Performances written by Soe Marlar Lwin and published by Routledge. This book was released on 2019-09-18 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this volume, Soe Marlar Lwin proposes a contextualized multimodal framework that brings together storytelling practitioners’ and academic researchers’ conceptions of storytelling. It aims to highlight the ways in which various institutions in contemporary society have been using live storytelling performances as an effective communicative, educative and meaning-making tool. Drawing on theories of narrative from narratology as well as from related fields such as discourse analysis, multimodal analysis, communication and performance studies, the author proposes a contextualized multimodal framework to (a) uncover the potential narrativity of a live storytelling performance through an analysis of narrative elements constituting the story, (b) capture the process of developing actual narrativity through a multimodal analysis of performance features in the storytelling discourse, and (c) highlight the importance of context and dynamics between the storyteller and audience for an achievement of optimal narrativity in a particular storytelling event. The sample analysis shows how the framework not only describes the system governing institutionalized storytelling performances in general but also serves as a useful model to examine individual performance as a unique realization of the general system. The book also offers implications for possible applications of such contextualized multimodal frameworks more broadly across the disciplines.

Multimodal Communication in Intercultural Interaction

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000846911
Total Pages : 251 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Multimodal Communication in Intercultural Interaction by : Ulrike Schröder

Download or read book Multimodal Communication in Intercultural Interaction written by Ulrike Schröder and published by Taylor & Francis. This book was released on 2023-02-24 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection brings together a range of perspectives on multimodal communication in intercultural interaction, bridging cognitive, social, and functional approaches towards promoting cross-disciplinary dialogues and taking research at the intersections of these fields into new directions. The volume assembles conversationalist, socially oriented, cognitive, and sensory approaches in considering culture as a dynamic construct, co-constituted and (re)negotiated among participants in interaction and filtering it through a multimodal lens, drawing on a range of examples, such as educational settings or online video platforms. Each chapter offers a unique perspective on "culture" and "intercultural," while also situating their own definitions of these labels against those of the other chapters. Taken together, the chapters form a fluid conversation on the nature of intercultural encounters in today’s globalizsd world, as digital environments intertwine with the physical mobility of people, encouraging researchers across these fields to adopt a more holistic multimodal perspective to approach intercultural interaction. This book will be of interest to students and scholars in intercultural communication, multimodality, sociolinguistics, cognitive and interactional linguistics, and semiotics.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Comics and Videogames

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Author :
Publisher : Routledge
ISBN 13 : 100022421X
Total Pages : 361 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis Comics and Videogames by : Andreas Rauscher

Download or read book Comics and Videogames written by Andreas Rauscher and published by Routledge. This book was released on 2020-10-18 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.