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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.
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Mass media --- Digital media --- Interactive multimedia --- Social aspects --- Social aspects. --- media --- digital media --- cinema --- television --- transmedia --- media platform
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Thanks to modern technology, we are now living in an age of multiplatform fictional worlds, as television, film, the Internet, graphic novels, toys and more facilitate the creation of diverse yet compact imaginary universes, which are often recognisable as brands and exhibit well-defined identities. This volume, situated at the cutting edge of media theory, explores this phenomenon from both theoretical and practical perspectives, uncovering how the construction of these worlds influences our own determination of values and meaning in contemporary society.
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"This volume provides engaging accounts with transmedia practices in the long nineteenth century and offers model analyses of Victorian media (e.g., theater, advertising, books, games, newspapers) alongside the technological, economic, and cultural conditions under which they emerged in the Anglophone world. By exploring engagement tactics and forms of audience participation, the book affords insight into the role that social agents - e.g., individual authors, publishing houses, theatre show producers, lithograph companies, toy manufacturers, newspaper syndicates, or advertisers - played in the production, distribution, and consumption of Victorian media. It considers such examples as Sherlock Holmes, Kewpie Dolls, media forms and practices such as cut-outs, popular lectures, telephone conversations or early theater broadcasting, and such authors as Nellie Bly, Mark Twain, and Walter Besant, offering insight into the variety of transmedia practices present in the long nineteenth century. The book brings together methods and theories from comics studies, communication and media studies, English and American studies, narratology and more, and proposes fresh ways to think about transmediality. Though the target audiences are students, teachers, and scholars in the humanities, the book will also resonate with non-academic readers interested in how media contents are produced, disseminated, and consumed, and with what implications"--
Marketing. --- Mass media and culture. --- Mass media --- Mass media. --- Multilevel marketing. --- History --- Technological innovations. --- 1800-1899. --- Transmédia. --- Mass-médias.
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This thesis concerns the strategic brand policy of Marvel around its two famous movies Infinity War and Endgame. Communication and marketing's policies have been analysed, in particular based on the notions of paratext and transmedia. You will discover how Marvel has built its Universe, not only through its movies, but also on various media platforms and thanks to fans and derivative products.
brand --- transmedia --- Marvel --- Endgame --- Infinity War --- policy --- paratext --- Sciences économiques & de gestion > Marketing --- Arts & sciences humaines > Multidisciplinaire, généralités & autres
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"Postdigital Storytelling offers a groundbreaking re-evaluation of one of the most dynamic and innovative areas of creativity today: digital storytelling. Central to this reassessment is the emergence of metamodernism as our dominant cultural condition. This volume argues that metamodernism has brought with it a new kind of creative modality in which the divide between the digital and non-digital is no longer binary and oppositional. Jordan explores the emerging poetics of this inherently transmedial and hybridic postdigital condition through a detailed analysis of hypertextual, locative mobile and collaborative storytelling. With a focus on twenty-first century storytelling, including print-based and non-digital art forms, the book ultimately widens our understanding of the modes and forms of metamodernist creativity. Postdigital Storytelling is of value to anyone engaged in creative writing within the arts and humanities. This includes scholars, students and practitioners of both physical and digital texts as well as those engaged in interdisciplinary practice-based research in which storytelling remains a primary approach"--
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Film Authorship in Contemporary Transmedia Culture: The Paratextual Lives of Asian Auteurs examines film authorship in the transmedia era whereby film directors have become public figures through a wide range of textual, material, and performative practices. The book draws on the notion of paratext and its related term - palimpsest - to bring forth the idea of self-reflexive authorship as a method of examining the mediated past, present, and afterlife of East Asian filmmakers. The first part of the book pays attention to materials surrounding film festivals, multi-platform distribution, and cinephile/fan creative practices, which have been created, rewritten, and shared to foster and problematize the reputations of selected filmmakers. The second part examines alternative modes of self-projections and creative productions that address the filmmakers' sense of selves and relations with the industry and the public. Across different chapters, discourses surrounding film authorship and East Asian cinema are revisited and expanded to highlight its multiple histories and possible futures.
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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.
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This Open Access book tracks the latest trends in the theory, research, and practice of entertainment-education, the field of communication that incorporates social change messaging into entertaining media. Sometimes called edutainment, social impact television, narrative persuasion, or cultural strategy, this approach to social and behavior change communication offers new opportunities including transmedia and digital formats. However, making media can be a chaotic process. The realities of working in the field and the rigid structures of scholarly evaluation often act as barriers to honest accounts of entertainment-education practice. In this collection of essays, experienced practitioners offer unique insight into how entertainment-education works and present a balanced view of its potential pitfalls. This book gives readers an opportunity to learn from the successes and mistakes of the experts, taking a behind-the-scenes look at the business of making entertainment-education media.
Media studies --- Development Communication --- Media and Communication --- Health Communication --- communication for social change --- social change communication --- edutainment --- mass media --- transmedia --- conflict resolution --- Open Access
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This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. Giving an overview of the various fields and practices most prominent in convergence culture and viewing them as adaptations in a broad intertextual and intermedial sense, the contributions offer reconsiderations of theoretical concepts and practices in participatory and convergence culture. These range from fan fiction born from mash-ups of novels and YouTube songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC's Sherlock, the Alien franchise, or LEGO) and previously largely ignored phenomena (self-censorship in transnational franchises or YouTube cover videos).
Popular culture and globalization. --- Adaptation (Literary, artistic, etc.) --- Culture populaire. --- Mondialisation. --- Adaptation Studies. --- Fan Studies. --- Media Convergence. --- Media Franchising. --- Transmedia. --- Globalization and popular culture --- Globalization --- Arts --- Inspiration --- Literature
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