Contemporary Research On Intertextuality In Video Games

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Contemporary Research on Intertextuality in Video Games

Author : Duret, Christophe,Pons, Christian-Marie
Publisher : IGI Global
Page : 363 pages
File Size : 48,5 Mb
Release : 2016-06-16
Category : Computers
ISBN : 9781522504788

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Contemporary Research on Intertextuality in Video Games by Duret, Christophe,Pons, Christian-Marie Pdf

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Gender and Contemporary Horror in Comics, Games and Transmedia

Author : Robert Shail,Samantha Holland,Steven Gerrard
Publisher : Emerald Group Publishing
Page : 256 pages
File Size : 51,5 Mb
Release : 2019-09-19
Category : Social Science
ISBN : 9781787691070

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Gender and Contemporary Horror in Comics, Games and Transmedia by Robert Shail,Samantha Holland,Steven Gerrard Pdf

Despite the constant changes in contemporary popular media, the horror genre retains its attraction for audiences of all backgrounds. This edited collection explores modern representations of gender in horror and how this factors into the genre's appeal.

Videogames and Agency

Author : Bettina Bódi
Publisher : Taylor & Francis
Page : 173 pages
File Size : 53,8 Mb
Release : 2022-12-30
Category : Games & Activities
ISBN : 9781000829877

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Videogames and Agency by Bettina Bódi Pdf

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author : Lane, Carol-Ann
Publisher : IGI Global
Page : 958 pages
File Size : 43,5 Mb
Release : 2022-01-07
Category : Language Arts & Disciplines
ISBN : 9781799872733

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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by Lane, Carol-Ann Pdf

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Popular Music in the Nostalgia Video Game

Author : Andra Ivănescu
Publisher : Springer
Page : 165 pages
File Size : 51,6 Mb
Release : 2019-01-11
Category : Performing Arts
ISBN : 9783030042813

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Popular Music in the Nostalgia Video Game by Andra Ivănescu Pdf

This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.

A Multimodal Approach to Video Games and the Player Experience

Author : Weimin Toh
Publisher : Routledge
Page : 241 pages
File Size : 51,5 Mb
Release : 2018-10-10
Category : Language Arts & Disciplines
ISBN : 9781351184755

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A Multimodal Approach to Video Games and the Player Experience by Weimin Toh Pdf

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.

(Not) In the Game

Author : Regina Seiwald,Edwin Vollans
Publisher : Walter de Gruyter GmbH & Co KG
Page : 230 pages
File Size : 48,8 Mb
Release : 2023-08-21
Category : Games & Activities
ISBN : 9783110732924

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(Not) In the Game by Regina Seiwald,Edwin Vollans Pdf

How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Rockstar Games and American History

Author : Esther Wright
Publisher : Walter de Gruyter GmbH & Co KG
Page : 265 pages
File Size : 53,8 Mb
Release : 2022-08-22
Category : History
ISBN : 9783110716696

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Rockstar Games and American History by Esther Wright Pdf

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ

The Travels of Media and Cultural Products

Author : Enrique Uribe-Jongbloed
Publisher : Taylor & Francis
Page : 104 pages
File Size : 42,5 Mb
Release : 2023-09-07
Category : Business & Economics
ISBN : 9781003803799

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The Travels of Media and Cultural Products by Enrique Uribe-Jongbloed Pdf

This book presents the Cultural Transduction framework as a conceptual tool to understand the processes that media and cultural products undergo when they cross cultural and national borders. Using a series of examples from pop culture, including films, television series, video games, memes and other digital products, this book provides the reader with a wider understanding of the procedures, interests, roles, assumptions and challenges, which foster or hinder the travels of media and cultural products. Compiling in one single narrative a series of case studies, theoretical debates and international examples, the book looks at a number of exchanges and transformations enabled by both traditional media trade and the internet. It reflects on the increase of cultural products crossing over regional, national and international borders in the form of video games and TV formats, through music and video distribution platforms or via digital social media networks, to highlight discussions about the characteristics of border-crossing digital production. The cultural transduction framework is developed from discussions in communication and media studies, as well as from debates in adaptation and translation studies, to map out the travels of media and cultural products from an interdisciplinary perspective. It provides a tool to analyse the markets, products, people and processes that enable or constrain the movement of products across borders, for those interested in the practical aspects that underlie the negotiation and transformation of products inserted into different cultural market settings. This volume provides a new framework for understanding the travels of cultural products, which will be of use to students and scholars in the area of media industry studies, business studies, digital media studies, international media law and economics.

Innovative Trends in Flipped Teaching and Adaptive Learning

Author : Sein-Echaluce, María Luisa,Fidalgo-Blanco, Ángel,García-Peñalvo, Francisco José
Publisher : IGI Global
Page : 306 pages
File Size : 54,9 Mb
Release : 2019-05-15
Category : Education
ISBN : 9781522581437

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Innovative Trends in Flipped Teaching and Adaptive Learning by Sein-Echaluce, María Luisa,Fidalgo-Blanco, Ángel,García-Peñalvo, Francisco José Pdf

Understanding new educational innovations is essential for the improvement of the training and learning process. In order to effectively implement these new tools in the classroom, teachers and trainers need access to real-life cases in which these methods were successfully used. Innovative Trends in Flipped Teaching and Adaptive Learning is a critical scholarly resource that examines current advances in educational innovation and presents cases that allow for the improvement of personalized and active learning. Featuring a wide range of topics such as higher education, teacher education, and learning strategies, this book is ideal for educators, instructional designers, academicians, researchers, and students.

The Translation of Realia and Irrealia in Game Localization

Author : Silvia Pettini
Publisher : Routledge
Page : 170 pages
File Size : 44,7 Mb
Release : 2021-09-19
Category : Language Arts & Disciplines
ISBN : 9781000438420

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The Translation of Realia and Irrealia in Game Localization by Silvia Pettini Pdf

This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Handbook of Research on Advanced Concepts in Real-Time Image and Video Processing

Author : Anwar, Md. Imtiyaz,Khosla, Arun,Kapoor, Rajiv
Publisher : IGI Global
Page : 504 pages
File Size : 42,6 Mb
Release : 2017-07-13
Category : Computers
ISBN : 9781522528494

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Handbook of Research on Advanced Concepts in Real-Time Image and Video Processing by Anwar, Md. Imtiyaz,Khosla, Arun,Kapoor, Rajiv Pdf

Technological advancements have created novel applications for image and video processing. With these developments, real-world processing problems can be solved more easily. The Handbook of Research on Advanced Concepts in Real-Time Image and Video Processing is a pivotal reference source for the latest research findings on the design, realization, and deployment of image and video processing systems meant for real-time environments. Featuring extensive coverage on relevant areas such as feature detection, reconfigurable computing, and stream processing, this publication is an ideal resource for academics, researchers, graduate students, and technology developers.

Translation, Adaptation and Digital Media

Author : John Milton,Silvia Cobelo
Publisher : Taylor & Francis
Page : 278 pages
File Size : 51,6 Mb
Release : 2023-05-31
Category : Language Arts & Disciplines
ISBN : 9780429557101

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Translation, Adaptation and Digital Media by John Milton,Silvia Cobelo Pdf

Adaptation has always been central to Translation Studies, and, as print media becomes less and less dominant, and new media become central to communication, Adaptation is more than ever a vital area of Translation and Translation Studies. In addition, links to new digital media are examined. This is the only user-friendly textbook covering the full area of Translation, Adaptation, and Digital Media applicable to any language combination. Divided into nine chapters, it includes a wide range of texts from Brazilian culture, ensuring an ex-centric view of translation. Each chapter contains an expository section, case studies, and student activities to support learning. It emphasises the central role of Adaptation in the translation of works for the popular book market, for theatre, cinema, radio, and, especially, the new media. This is the essential textbook for students in Translation and Adaptation Studies courses and instructors and professionals working on adaptation and transmedia projects.

True Crime in American Media

Author : George S. Larke-Walsh
Publisher : Taylor & Francis
Page : 148 pages
File Size : 49,6 Mb
Release : 2023-06-01
Category : Performing Arts
ISBN : 9781000891720

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True Crime in American Media by George S. Larke-Walsh Pdf

This book explores contemporary American true crime narratives across various media formats. It dissects the popularity of true crime and the effects, both positive and negative, this popularity has on perceptions of crime and the justice system in contemporary America. As a collection of new scholarship on the development, scope, and character of true crime in twenty-first century American media, analyses stretch across film, streaming/broadcast TV, podcasts, and novels to explore the variety of ways true crime pervades modern culture. The reader is guided through a series of interconnected topics, starting with an examination of the contemporary success of true crime, the platforms involved, the narrative structures and engagement with audiences, moving on to debates on representation and the ethics involved in portraying both victims and perpetrators of crime within the genre. This collection provides new critical work on American true crime media for all interested readers, and especially scholars and students in the humanities and social sciences. It offers a significant area of research in social sciences, criminology, media, and English Literature academic disciplines.

Present and Future Paradigms of Cyberculture in the 21st Century

Author : Atay, Simber,Kurubacak-Meriç, Gülsün,Sisman-U?ur, Serap
Publisher : IGI Global
Page : 246 pages
File Size : 48,9 Mb
Release : 2020-11-27
Category : Computers
ISBN : 9781522580256

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Present and Future Paradigms of Cyberculture in the 21st Century by Atay, Simber,Kurubacak-Meriç, Gülsün,Sisman-U?ur, Serap Pdf

Cyberculture is a particularly complex issue. It is seen as a fantastic meeting point of classic philosophers with postmodern theorists, politicians with community engineers, contemporary sophists with software engineers, and artists with rhetoricians. Today, cyberculture is identified highly with new media and digital rhetoric and could be used to create a comprehensive map of modern culture. Present and Future Paradigms of Cyberculture in the 21st Century is a comprehensive research publication that explores the influence of the internet and internet culture on society as a whole. Highlighting a wide range of topics such as digital media, activism, and psychology, this book is ideal for academicians, researchers, sociologists, psychologists, anthropologists, and students.