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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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