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Published by Bloomsbury Publishing Plc, US, 2020
ISBN 10: 1501368125 ISBN 13: 9781501368127
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Paperback. Condition: New. This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.comWhile 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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Language: English
Published by Bloomsbury USA Academic, 2020
ISBN 10: 1501368125 ISBN 13: 9781501368127
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Paperback. Condition: New. Illustrated. 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.
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Language: English
Published by Bloomsbury Publishing Plc, US, 2020
ISBN 10: 1501368125 ISBN 13: 9781501368127
Seller: Rarewaves.com UK, London, United Kingdom
Paperback. Condition: New. This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.comWhile 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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Paperback. Condition: New. Illustrated. 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.
Language: English
Published by Koninklijke Brill BV Feb 2015, 2015
ISBN 10: 9042039205 ISBN 13: 9789042039209
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. Neuware - 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.
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Language: English
Published by BRILL ACADEMIC PUB 09.2009., 2009
ISBN 10: 9042026707 ISBN 13: 9789042026704
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Hardcover. Condition: Sehr gut. 656 Seiten Gebraucht, sehr guter Zustand 30 d ISBN: 9789042026704 Sprache: Englisch Gewicht in Gramm: 1226.
Language: English
Published by Bloomsbury USA Academic, 2019
ISBN 10: 1501330497 ISBN 13: 9781501330490
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Published by Bloomsbury Publishing (UK), 2020
ISBN 10: 1501368125 ISBN 13: 9781501368127
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Published by Bloomsbury Publishing (UK), 2020
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Published by Bloomsbury Publishing Plc, New York, 2020
ISBN 10: 1501368125 ISBN 13: 9781501368127
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Paperback. Condition: new. Paperback. This book is available as open access through the Bloomsbury Open Access programme and is available on 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 GamesGames Inter Media will deepen readers understanding of the convergence culture of the early twenty-first century and video games role in it. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.