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Video Game Characters and Transmedia Storytelling
  • Language: en

Video Game Characters and Transmedia Storytelling

  • Categories: ART
  • Type: Book
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  • Published: 2023
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  • Publisher: Unknown

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.

Mytholudics
  • Language: en
  • Pages: 368

Mytholudics

Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore. Myth is taken here not as an object but as a process, a way of expressing meaning. It works to naturalise arbitrary constellations of signs, to connect things in meaning. Behind the phrase ‘just the way it is’ is a process of mythologization that has cemented it. Mytholudics lays out how this understanding of myth works for the analysis of games. In two sections each analysing five digital games, it then shows how this approach ...

Agency postdigital
  • Language: en
  • Pages: 266

Agency postdigital

Der Begriff der Agency – nur unbefriedigend als 'Handlungsmacht', 'Handlungspotenzial' oder 'Handlungsinitiative' ins Deutsche übersetzbar – ist in verschiedensten wissenschaftlichen Disziplinen unverzichtbar, um Prozesse gegenseitiger Einflussnahme, die Reichweite oder den Ausschluss von Handlungsspielräumen oder Verantwortung für konkrete Vorgänge zu bestimmen. In der Medien- und Kommunikationswissenschaft hat er lange Zeit keine systematische Rolle gespielt. Erst in Reaktion auf Perspektiven der seit den 1990er-Jahren boomenden Akteur-Netzwerk-Theorie (ANT) und daran anschließenden Entwürfen der Medienwissenschaft wurden vergleichbare Konzepte von medial verteilter Handlungsmach...

Affect in Fandom
  • Language: en
  • Pages: 265

Affect in Fandom

This book provides a timely discussion of the creative practices in fandom and media culture. Within their participatory cultures, fans produce a wealth of content, data and materials. They write fan fiction, curate wikis and design costumes. This international collection offers a diverse exploration of contemporary fan practices through different cases, such as Yuri!!! On ICE, Harry Potter and Mass Effect., This book reveals how expression, emotion and agency are central to fan activity. Fans are highly adept at transmedia, as well as the critical use of different media and platforms. Fandom can apply to wider concepts within new media, the humanities and design, as the authors in this collection show. They also rely on different approaches, ranging from textual analysis to different forms of ethnography. Overall, Affect in Fandom offers a deliberately diverse exploration of exactly what contemporary fans create and curate, and how.

Transmedia Character Studies
  • Language: en
  • Pages: 297

Transmedia Character Studies

Transmedia Character Studies provides a range of methodological tools and foundational vocabulary for the analysis of characters across and between various forms of multimodal, interactive, and even non-narrative or non-fictional media. This highly innovative work offers new perspectives on how to interrelate production discourses, media texts, and reception discourses, and how to select a suitable research corpus for the discussion of characters whose serial appearances stretch across years, decades, or even centuries. Each chapter starts from a different notion of how fictional characters can be considered, tracing character theories and models to approach character representations from perspectives developed in various disciplines and fields. This book will enable graduate students and scholars of transmedia studies, film, television, comics studies, video game studies, popular culture studies, fandom studies, narratology, and creative industries to conduct comprehensive, media-conscious analyses of characters across a variety of media.

Monstrosity in Games and Play
  • Language: en

Monstrosity in Games and Play

  • Type: Book
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  • Published: 2025
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  • Publisher: Routledge

Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are. This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them--and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twenty-two scholars explore how themes such as mental health, colonialism, individualism, disability, gender, sexuality, racism, and exclusion are reflected in the monsters we interact with in games, play, and our daily lives both online and offline. Monstrosity in Games and Playis recommended to readers interested in the monstrous in contemporary game cultures and their surrounding societies.

Japanese Role-Playing Games
  • Language: en
  • Pages: 337

Japanese Role-Playing Games

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.

California School Directory
  • Language: en
  • Pages: 748

California School Directory

  • Type: Book
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  • Published: 1969
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  • Publisher: Unknown

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ERIC Educational Documents Index, 1966-69: Minor descriptors and author index
  • Language: en
  • Pages: 1430

ERIC Educational Documents Index, 1966-69: Minor descriptors and author index

  • Type: Book
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  • Published: 1970
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  • Publisher: Unknown

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The Arrow of Pi Beta Phi
  • Language: en
  • Pages: 128

The Arrow of Pi Beta Phi

  • Type: Book
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  • Published: 1976
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  • Publisher: Unknown

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