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This volume aims to intensify the interdisciplinary dialogue on
comics and related popular multimodal forms (including manga,
graphic novels, and cartoons) by focusing on the concept of medial,
mediated, and mediating agency. To this end, a theoretically and
methodologically diverse set of contributions explores the
interrelations between individual, collective, and institutional
actors within historical and contemporary comics cultures. Agency
is at stake when recipients resist hegemonic readings of multimodal
texts. In the same manner, "authorship" can be understood as the
attribution of agency of and between various medial instances and
roles such as writers, artists, colorists, letterers, or editors,
as well as with regard to commercial rights holders such as
publishing houses or conglomerates and reviewers or fans. From this
perspective, aspects of comics production (authorship and
institutionalization) can be related to aspects of comics reception
(appropriation and discursivation), and circulation (participation
and canonization), including their potential for transmedialization
and making contributions to the formation of the public sphere.
This essay collection examines the theory and history of graphic
narrative - realized in various different formats, including comic
strips, comic books, and graphic novels - as one of the most
interesting and versatile forms of storytelling in contemporary
media culture. The contributions assembled in this volume test the
applicability of narratological concepts to graphic narrative,
examine aspects of graphic narrative beyond the 'single work,'
consider the development of particular narrative strategies within
individual genres, and trace the forms and functions of graphic
narrative across cultures. Analyzing a wide range of texts, genres,
and narrative strategies from both theoretical and historical
perspectives, the international group of scholars gathered here
offers state-of-the-art research on graphic narrative in the
context of an increasingly postclassical and transmedial
narratology.
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.
Media in general and narrative media in particular have the
potential to represent not only a variety of both possible and
actual worlds but also the perception and consciousness of
characters in these worlds. Hence, media can be understood as
"qualia machines," as technologies that allow for the production of
subjective experiences within the affordances and limitations posed
by the conventions of their specific mediality. This edited
collection examines the transmedial as well as the medium-specific
strategies employed by the verbal representations characteristic
for literary texts, the verbal-pictorial representations
characteristic for comics, the audiovisual representations
characteristic for films, and the interactive representations
characteristic for video games. Combining theoretical perspectives
from analytic philosophy, cognitive theory, and narratology with
approaches from phenomenology, psychosemiotics, and social
semiotics, the contributions collected in this volume provide a
state-of-the-art map of current research on a wide variety of ways
in which subjectivity can be represented across conventionally
distinct media.
Media in general and narrative media in particular have the
potential to represent not only a variety of both possible and
actual worlds but also the perception and consciousness of
characters in these worlds. Hence, media can be understood as
"qualia machines," as technologies that allow for the production of
subjective experiences within the affordances and limitations posed
by the conventions of their specific mediality. This edited
collection examines the transmedial as well as the medium-specific
strategies employed by the verbal representations characteristic
for literary texts, the verbal-pictorial representations
characteristic for comics, the audiovisual representations
characteristic for films, and the interactive representations
characteristic for video games. Combining theoretical perspectives
from analytic philosophy, cognitive theory, and narratology with
approaches from phenomenology, psychosemiotics, and social
semiotics, the contributions collected in this volume provide a
state-of-the-art map of current research on a wide variety of ways
in which subjectivity can be represented across conventionally
distinct media.
This essay collection examines the theory and history of graphic
narrative as one of the most interesting and versatile forms of
storytelling in contemporary media culture. Its contributions test
the applicability of narratological concepts to graphic narrative,
examine aspects of graphic narrative beyond the 'single work',
consider the development of particular narrative strategies within
individual genres, and trace the forms and functions of graphic
narrative across cultures. Analyzing a wide range of texts, genres,
and narrative strategies from both theoretical and historical
perspectives, the international group of scholars gathered here
offers state-of-the-art research on graphic narrative in the
context of an increasingly postclassical and transmedial
narratology. This is the revised second edition of From Comic
Strips to Graphic Novels, which was originally published in the
Narratologia series.
?This collective volume undertakes an appraisal and
literary-historical localization of German-language pop literature
of the 1990s, which is associated with such writers as Joachim
Bessing, Rainald Goetz, Alexa Hennig von Lange, Christian Kracht,
Joachim Lottmann, Thomas Meinecke, Andreas Neumeister and Benjamin
von Stuckrad-Barre. One focus of the volume is on performativity?
how authors of pop literature staged themselves. In addition, the
book explores the narrative, intertextual and intermedial
strategies of pop-literature texts and their contexts.
Narratives are everywhere-and since a significant part of
contemporary media culture is defined by narrative forms, media
studies need a genuinely transmedial narratology. Against this
background, Transmedial Narratology and Contemporary Media Culture
focuses on the intersubjective construction of storyworlds as well
as on prototypical forms of narratorial and subjective
representation. This book provides not only a method for the
analysis of salient transmedial strategies of narrative
representation in contemporary films, comics, and video games but
also a theoretical frame within which medium-specific approaches
from literary and film narratology, from comics studies and game
studies, and from various other strands of media and cultural
studies may be applied to further our understanding of narratives
across media.
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