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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.
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.
Networked David Lynch is a multi-disciplinary reconsideration of
Lynch's oeuvre in the context of the challenges and opportunities
offered by transmedia environments and networks of the 21st
century. This collection builds on state-of-the-art-research
concepts like video-graphic criticism and video essays to provide a
fresh and important approach to any study of David Lynch's oeuvre.
As such, Networked David Lynch is an attractive entry point to
current media theory and recent film history, appealing to
cinephiles, academics, researchers, and students. This
multi-disciplinary reader provides immediate relevance to
university courses focusing on modern film history and on current
theory in film, television, and media studies. The scope of
approaches featured in the book provides an informative basis for
courses on transmedia and media convergence, sound studies,
musicology, cultural studies, and American studies.
Das Lehrbuch bietet einen zuganglichen und umfassenden UEberblick
uber die grundlegenden Ansatze der interdisziplinar ausgerichteten
Game Studies. Durch die ubersichtliche Einteilung in die
Themenbereiche Spiele, Schnittstellen und Spieler empfiehlt es sich
sowohl als Grundlage fur kultur-, medien- und filmwissenschaftliche
Seminare wie auch als kompakte Einfuhrung fur Quereinsteiger. Die
wichtigsten Felder, Ansatze und Methoden dieser neuen,
vielschichtigen und hochgradig dynamischen Disziplin werden anhand
zentraler Begriffe vorgestellt und anschaulich an ausgewahlten
Beispielen entwickelt. Einen besonderen aus kultur-, medien- und
filmwissenschaftlicher Perspektive relevanten Schwerpunkt bilden
die bisher wenig beachteten asthetischen Zugange zur audiovisuellen
Gestaltung der Videospiele.
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