Video Game Characters and Transmedia Storytelling

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Publisher :
ISBN 13 : 9789048553495
Total Pages : 0 pages
Book Rating : 4.5/5 (534 download)

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Book Synopsis Video Game Characters and Transmedia Storytelling by : Joleen Blom

Download or read book Video Game Characters and Transmedia Storytelling written by Joleen Blom and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Characters are a vital aspect of today's transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters' identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.

Star Wars and the History of Transmedia Storytelling

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Publisher :
ISBN 13 : 9789462986213
Total Pages : 0 pages
Book Rating : 4.9/5 (862 download)

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Book Synopsis Star Wars and the History of Transmedia Storytelling by : Sean Guynes

Download or read book Star Wars and the History of Transmedia Storytelling written by Sean Guynes and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. 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.

Exploring Transmedia Journalism in the Digital Age

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Publisher : IGI Global
ISBN 13 : 1522537821
Total Pages : 348 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Exploring Transmedia Journalism in the Digital Age by : Gambarato, Renira Rampazzo

Download or read book Exploring Transmedia Journalism in the Digital Age written by Gambarato, Renira Rampazzo and published by IGI Global. This book was released on 2018-02-16 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the advent of digitization, the conceptual confusion surrounding the semantic galaxy that comprises the media and journalism universes has increased. Journalism across several media platforms provides rapidly expanding content and audience engagement that assist in enhancing the journalistic experience. Exploring Transmedia Journalism in the Digital Age provides emerging research on multimedia journalism across various platforms and formats using digital technologies. While highlighting topics, such as immersive journalism, nonfictional narratives, and design practice, this book explores the theoretical and critical approaches to journalism through the lens of various technologies and media platforms. This book is an important resource for scholars, graduate and undergraduate students, and media professionals seeking current research on media expansion and participatory journalism.

Transmedia Storytelling

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Publisher : Lulu.com
ISBN 13 : 1105062589
Total Pages : 149 pages
Book Rating : 4.1/5 (5 download)

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Book Synopsis Transmedia Storytelling by : Max Giovagnoli

Download or read book Transmedia Storytelling written by Max Giovagnoli and published by Lulu.com. This book was released on 2011 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Transmedia Storytelling explores the theories and describes the use of the imagery and techniques shared by producers, authors and audiences of the entertainment, information and brand communication industries as they create and develop their stories in this new, interactive ecosystem.

Storytelling Across Worlds

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Publisher : CRC Press
ISBN 13 : 1136071423
Total Pages : 400 pages
Book Rating : 4.1/5 (36 download)

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Book Synopsis Storytelling Across Worlds by : Tom Dowd

Download or read book Storytelling Across Worlds written by Tom Dowd and published by CRC Press. This book was released on 2015-01-30 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.

Transmedia Storytelling in East Asia

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Author :
Publisher : Routledge
ISBN 13 : 1000063453
Total Pages : 239 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Transmedia Storytelling in East Asia by : Dal Yong Jin

Download or read book Transmedia Storytelling in East Asia written by Dal Yong Jin and published by Routledge. This book was released on 2020-04-02 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context. An international team of experts employ a unique theoretical framework of media convergence supported by transmedia storytelling, alongside historical and textual analyses, to examine the ways in which webtoons and anime become some of the major sources for transmedia storytelling. The book historicizes the evolution of regional popular culture according to the surrounding digital media ecology, driving the change and continuity of the manhwa industry over the past 15 years, and discusses whether cultural products utilizing transmedia storytelling take a major role as the primary local cultural product in the cultural market. Offering new perspectives on current debates surrounding transmedia storytelling in the cultural industries, this book will be of great interest to scholars and students of media studies, East Asian studies and cultural studies.

Comics and Videogames

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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.

Roleplaying Games in the Digital Age

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Publisher : McFarland
ISBN 13 : 147664201X
Total Pages : 242 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Roleplaying Games in the Digital Age by : Stephanie Hedge

Download or read book Roleplaying Games in the Digital Age written by Stephanie Hedge and published by McFarland. This book was released on 2021-02-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Confronting the Challenges of Participatory Culture

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Publisher : MIT Press
ISBN 13 : 0262513625
Total Pages : 146 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Confronting the Challenges of Participatory Culture by : Henry Jenkins

Download or read book Confronting the Challenges of Participatory Culture written by Henry Jenkins and published by MIT Press. This book was released on 2009-06-05 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning

How to Play Video Games

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Publisher : NYU Press
ISBN 13 : 147980214X
Total Pages : 376 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis How to Play Video Games by : Nina Huntemann

Download or read book How to Play Video Games written by Nina Huntemann and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Dramatic Storytelling & Narrative Design

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Publisher : CRC Press
ISBN 13 : 0429843712
Total Pages : 135 pages
Book Rating : 4.4/5 (298 download)

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Book Synopsis Dramatic Storytelling & Narrative Design by : Ross Berger

Download or read book Dramatic Storytelling & Narrative Design written by Ross Berger and published by CRC Press. This book was released on 2019-08-29 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes narrative design’s role in game development, provide examples of its practical usage, delve into the day-to-day expectations, and assess its quality in 5 popular games. Additionally, it will discuss the influence of transmedia storytelling in today’s games and how its impact continues to grow. Today’s IP transcends a single medium. Accordingly, creating its story across various media outlets is necessary to meet the high demands of millennial and GenZ consumers. Game narrative is often the centerpiece of these transmedia extensions.

Interactive Storytelling for Video Games

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Publisher : Taylor & Francis
ISBN 13 : 113612733X
Total Pages : 333 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Interactive Storytelling for Video Games by : Josiah Lebowitz

Download or read book Interactive Storytelling for Video Games written by Josiah Lebowitz and published by Taylor & Francis. This book was released on 2012-09-10 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Digital Storytelling

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Publisher : Taylor & Francis
ISBN 13 : 1136145176
Total Pages : 496 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Digital Storytelling by : Carolyn Handler Miller

Download or read book Digital Storytelling written by Carolyn Handler Miller and published by Taylor & Francis. This book was released on 2008-04-03 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Equally useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of digital media. Written in a clear, non-technical style, it offers insights into the process of content creation by someone with long experience in the field. Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.

Handbook of Research on Transmedia Storytelling, Audience Engagement, and Business Strategies

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Publisher : IGI Global
ISBN 13 : 1799831205
Total Pages : 457 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Transmedia Storytelling, Audience Engagement, and Business Strategies by : Hernández-Santaolalla, Víctor

Download or read book Handbook of Research on Transmedia Storytelling, Audience Engagement, and Business Strategies written by Hernández-Santaolalla, Víctor and published by IGI Global. This book was released on 2020-04-24 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: As media evolves with technological improvement, communication changes alongside it. In particular, storytelling and narrative structure have adapted to the new digital landscape, allowing creators to weave immersive and enticing experiences that captivate viewers. These experiences have great potential in marketing and advertising, but the medium’s methods are so young that their potential and effectiveness is not yet fully understood. Handbook of Research on Transmedia Storytelling, Audience Engagement, and Business Strategies is a collection of innovative research that explores transmedia storytelling and digital marketing strategies in relation to audience engagement. Highlighting a wide range of topics including promotion strategies, business models, and prosumers and influencers, this book is ideally designed for digital creators, advertisers, marketers, consumer analysts, media professionals, entrepreneurs, managers, executives, researchers, academicians, and students.

Forum-Based Role Playing Games as Digital Storytelling

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Author :
Publisher : McFarland
ISBN 13 : 1476635269
Total Pages : 216 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Forum-Based Role Playing Games as Digital Storytelling by : Csenge Virág Zalka

Download or read book Forum-Based Role Playing Games as Digital Storytelling written by Csenge Virág Zalka and published by McFarland. This book was released on 2019-03-11 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.

Forum-Based Role Playing Games as Digital Storytelling

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Author :
Publisher : McFarland
ISBN 13 : 1476672849
Total Pages : 216 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Forum-Based Role Playing Games as Digital Storytelling by : Csenge Virág Zalka

Download or read book Forum-Based Role Playing Games as Digital Storytelling written by Csenge Virág Zalka and published by McFarland. This book was released on 2019-03-14 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.

Hollywood Gamers

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Publisher : Indiana University Press
ISBN 13 : 0253004675
Total Pages : 188 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Hollywood Gamers by : Robert Alan Brookey

Download or read book Hollywood Gamers written by Robert Alan Brookey and published by Indiana University Press. This book was released on 2010-08-26 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception. In Hollywood Gamers, Robert Alan Brookey explores the business conditions and technological developments that have facilitated the convergence of the film and video game industries. Brookey treats video games as rhetorical texts and critically examines several games to determine how specific industrial conditions are manifest in game design. Among the games (and films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron Man.