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Video Game Characters and Transmedia Storytelling - The Dynamic Game Character: Joleen Blom Video Game Characters and Transmedia Storytelling - The Dynamic Game Character
Joleen Blom
R3,164 Discovery Miles 31 640 Ships in 12 - 17 working days

Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.

Japanese Role-Playing Games - Genre, Representation, and Liminality in the JRPG (Hardcover): Rachael Hutchinson, Jeremie... Japanese Role-Playing Games - Genre, Representation, and Liminality in the JRPG (Hardcover)
Rachael Hutchinson, Jeremie Pelletier-Gagnon; Contributions by Fanny Barnabe, Noekkvi Jarl Bjarnason, Joleen Blom, …
R4,085 Discovery Miles 40 850 Ships in 10 - 15 working days

Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting "social games" for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

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