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This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com
While all media are part of intermedial networks, video games are
often at the nexus of that network. They not only employ
cinematics, embedded books, and in-world television screens for
various purposes, but, in our convergence culture, video games also
play a vital role in allowing players to explore transmedia
storyworlds. At the same time, video games are frequently
thematized and remediated in film, television, and literature.
Indeed, the central role video games assume in intermedial networks
provides testament to their significance in the contemporary media
environment. In this volume, an international group of contributors
discuss not only intermedial phenomena in video games, but also the
intermedial networks surrounding them. Intermedia Games-Games Inter
Media will deepen readers' understanding of the convergence culture
of the early twenty-first century and video games' role in it.
One can find it in the classics of experimental literature such as
Laurence Sterne's Tristram Shandy or the short stories of Jorge
Luis Borges, but also in the horror and fantasy fiction of Stephen
King, in Mel Brooks's spoof films and Grant Morrison's superhero
comics. The talk is of metalepsis, the transgression of narrative
levels. While this device was long perceived as a narratological
oddity reserved for avant-garde texts, it has recently emerged as a
phenomenon of much wider bearing that exists in numerous media and
in popular as well as high culture. When Storyworlds Collide wishes
to do justice to this situation and offers both a refined model for
the analysis of metalepsis across media and a detailed
investigation of the uses and functions of metalepsis in popular
culture, thus providing a valuable addition to the burgeoning field
of post-classical and transmedial narrative theory. Starting from a
thorough reevaluation of the concept of metalepsis as it is
discussed both in classical narratology and more recent endeavours,
this book puts forth a deceptively simple yet flexible definition
and typology of this device, centred on the violation of the border
separating the inside and outside of a storyworld and designed to
be transmedially applicable. In a second step, this model is put to
the test through an analysis of a wide range of metaleptic
narratives drawn from popular fiction, film, and comics. When
Storyworlds Collide takes popular culture seriously, employing it
neither to merely exemplify theory nor to demonstrate that it is
ultimately a knockoff of high culture. Rather, it shows that
metalepsis possesses a unique dynamics in popular storytelling and
has become an essential device for pop-cultural self-reflection -
while still retaining an immense potential to create amusing and
entertaining narratives. This book will be relevant to students and
scholars from a wide variety of fields: narrative theory,
intermediality and media studies, popular culture as well as
literary, film and comics studies.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com
While all media are part of intermedial networks, video games are
often at the nexus of that network. They not only employ
cinematics, embedded books, and in-world television screens for
various purposes, but, in our convergence culture, video games also
play a vital role in allowing players to explore transmedia
storyworlds. At the same time, video games are frequently
thematized and remediated in film, television, and literature.
Indeed, the central role video games assume in intermedial networks
provides testament to their significance in the contemporary media
environment. In this volume, an international group of contributors
discuss not only intermedial phenomena in video games, but also the
intermedial networks surrounding them. Intermedia Games-Games Inter
Media will deepen readers' understanding of the convergence culture
of the early twenty-first century and video games' role in it.
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