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  • 1
    UID:
    b3kat_BV049675720
    Format: 1 Online-Ressource
    ISBN: 9783839470602
    Series Statement: Edition Kulturwissenschaft 294
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-8376-7060-8
    Language: English
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Author information: Butler, Martin 1974-
    Author information: Farzin, Sina 1976-
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
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  • 3
    Online Resource
    Online Resource
    New York :Bloomsbury Academic,
    UID:
    almahu_BV045941772
    Format: 1 Online-Ressource (viii, 288 Seiten) : , Illustrationen.
    ISBN: 978-1-5013-3051-3 , 978-1-5013-3050-6 , 978-1-5013-3052-0
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-1-5013-3049-0
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Intermedialität ; Aufsatzsammlung ; Electronic books ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 4
    UID:
    gbv_188941137X
    Format: 1 Online-Ressource (VI, 240 Seiten) , Illustrationen
    ISBN: 9789004698321
    Series Statement: European perspectives on the United States volume 9
    Content: "The Gothic and Twenty-First-Century American Popular Culture examines the gothic mode deployed in a variety of texts that touch upon inherently US American themes, demonstrating its versatility and ubiquity across genres and popular media. The volume is divided into four main thematic sections, spanning representations related to ethnic minorities, bodily monstrosity, environmental anxieties, and haunted technology. The chapters explore both overtly gothic texts and pop culture artifacts that, despite not being widely considered strictly so, rely on gothic strategies and narrative devices"--
    Note: English
    Additional Edition: ISBN 9789004698055
    Additional Edition: Erscheint auch als Druck-Ausgabe The gothic and twenty-first-century American popular culture Leiden : Brill, 2024 ISBN 9789004698055
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    Online Resource
    Online Resource
    London, England :Bloomsbury Publishing,
    UID:
    edoccha_9959202790402883
    Format: 1 online resource (297 pages)
    Edition: First edition.
    ISBN: 1-5013-3052-7 , 1-5013-3051-9 , 1-5013-3050-0
    Content: "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."--
    Note: Includes index. , Introduction / Jeff Thoss and Michael Fuchs -- Video games' incorporation of other media -- The spectacular design of first-person shooters : remediating cinematic spectacle in call of duty : advanced warfare and battlefield / Håvard Vibeto -- The discourse community's cut : video games and the notion of montage / Bernard Perron, Hugo Montembeault, Andréane Morin-Simard, and Carl Therrien -- Camera ludica : reflections on photography in video games / Sebastian Möring and Marco de Mutiis -- Inscribing the lone and level sands : technoromanticism at play in elegy for a dead world / Jason I. Kolkey -- Lost in the static? : comics in video games / Armin Lippitz -- Intermedial exchanges between video games and other media -- Game and watch : machinimas, let's plays, streams, and the linearization of digital play / Riccardo Fassone -- Videogaming in(to) literature : virtual corporeality in Chloé Delaume's Corpus Simsi / Laurent Milesi -- Edgar Allan Poe simulators : on dream logic, game narratives, and Poesque atmospheres / Marco Caracciolo -- Interference as artistic strategy : video game art between transparency and opacity / Stephan Schwingeler -- Video games and their transmedial environments -- Music across the transmedial frontier : Star Trek video games / Tim Summers -- Transmediality and the brick : differences and similarities between analogue and digital lego play / Mattia Thibault -- Transfictionality, thetic space, and doctrinal transtexts : the procedural expansion of Gor in second life's Gorean role-playing games / Christophe Duret. , Also available in printing. , English
    Additional Edition: ISBN 1-5013-6812-5
    Additional Edition: ISBN 1-5013-3049-7
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Online Resource
    Online Resource
    London, England :Bloomsbury Publishing,
    UID:
    edocfu_9959202790402883
    Format: 1 online resource (297 pages)
    Edition: First edition.
    ISBN: 1-5013-3052-7 , 1-5013-3051-9 , 1-5013-3050-0
    Content: "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."--
    Note: Includes index. , Introduction / Jeff Thoss and Michael Fuchs -- Video games' incorporation of other media -- The spectacular design of first-person shooters : remediating cinematic spectacle in call of duty : advanced warfare and battlefield / Håvard Vibeto -- The discourse community's cut : video games and the notion of montage / Bernard Perron, Hugo Montembeault, Andréane Morin-Simard, and Carl Therrien -- Camera ludica : reflections on photography in video games / Sebastian Möring and Marco de Mutiis -- Inscribing the lone and level sands : technoromanticism at play in elegy for a dead world / Jason I. Kolkey -- Lost in the static? : comics in video games / Armin Lippitz -- Intermedial exchanges between video games and other media -- Game and watch : machinimas, let's plays, streams, and the linearization of digital play / Riccardo Fassone -- Videogaming in(to) literature : virtual corporeality in Chloé Delaume's Corpus Simsi / Laurent Milesi -- Edgar Allan Poe simulators : on dream logic, game narratives, and Poesque atmospheres / Marco Caracciolo -- Interference as artistic strategy : video game art between transparency and opacity / Stephan Schwingeler -- Video games and their transmedial environments -- Music across the transmedial frontier : Star Trek video games / Tim Summers -- Transmediality and the brick : differences and similarities between analogue and digital lego play / Mattia Thibault -- Transfictionality, thetic space, and doctrinal transtexts : the procedural expansion of Gor in second life's Gorean role-playing games / Christophe Duret. , Also available in printing. , English
    Additional Edition: ISBN 1-5013-6812-5
    Additional Edition: ISBN 1-5013-3049-7
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    New York :Bloomsbury Academic,
    UID:
    edocfu_BV045941772
    Format: 1 Online-Ressource (viii, 288 Seiten) : , Illustrationen.
    ISBN: 978-1-5013-3051-3 , 978-1-5013-3050-6 , 978-1-5013-3052-0
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-1-5013-3049-0
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Intermedialität ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    UID:
    gbv_1042555877
    Format: 1 Online-Ressource (viii, 288 Seiten) , Illustrationen
    ISBN: 9781501330513 , 9781501330506
    Content: Cover page -- Halftitle page -- Title page -- Copyright page -- Contents -- Acknowledgments -- Introduction -- Notes -- References -- PART ONE Video Games' Incorporation of Other Media -- 1 The Spectacular Design of First- person Shooters: Remediating Cinematic Spectacle in Call of Duty: Advanced Warfare and Battlefield 4 -- Images, sounds, and the FPS genre -- The evolution of technology: audiovisual effects, spectacle, and impact aesthetics -- The spectacular first- person perspective -- Attacking the player with spectacle -- Conclusion -- Notes -- References -- 2 The Discourse Community's Cut: Video Games and the Notion of Montage -- Cutting to the chase -- The academic discourse: cross-fade from film to game studies? -- The consensus on cut-scenes -- Montage in 2D and pre-rendered 3D games -- Montage in 3D games -- From the imitation of cinema's visual codes to "interactive montage" -- Fast-forwarding with montage -- Game journalism: edit your own montage -- Switching views on the cuts -- Different kinds of discourse assemblage -- "Cut!" and "action!" -- Notes -- References -- 3 Camera Ludica: Reflections on Photography in Video Games -- Between remediation and simulation: approaching in-game photography -- The medium of the video game and questions of visuality -- Types of photography in video games -- Conclusion -- Notes -- References -- 4 Inscribing the Loneand Level Sands: Technoromanticism at Play in Elegy for a Dead World -- I -- II -- III -- Notes -- References -- 5 Lost in the Static?Comics in Video Games -- Notes -- References -- PART TWO Intermedial Exchanges between Video Games and Other Media -- 6 Game and Watch: Machinimas, Let's Plays, Streams, and the Linearization of Digital Play -- A short history of video game spectatorship -- Cinema through video games: the machinima
    Content: Let's plays, longplays, and playthroughs: play as document and spectacle -- E-athleticism and spectacle: live-streaming -- Play spectatorship: three theses -- Conclusion -- Notes -- References -- 7 Video-Gaming in(to)Literature: Virtual CorpoReality in Chloé Delaume's Corpus Simsi -- "Realoaded":12 corpus simsi -- S'écrire : politics of the virtuareal -- Notes -- References -- 8 Edgar Allan Poe Simulators: On Dream Logic, Game Narratives, and Poesque Atmospheres -- Dreaming research: a thumbnail sketch -- Dreaming the masque -- Remediating the poesque -- Conclusion -- Notes -- References -- 9 Interference as Artistic Strategy: Video Game Art between Transparency and Opacity -- Artistic strategies -- From non-representational to unplayable game : SOD and untitled game: Arena -- Video game art between transparency and opacity -- Art-historical traditions of interference -- Notes -- References -- PART THREE Video Games and Their Transmedia Environments -- 10 Music across the Transmedial Frontier: Star Trek Video Games -- Musical transmission from television and film to video hames -- Musical transmission from video games to television -- Composing for television/composing for games -- Music in a transmedial world -- Notes -- References -- 11 Transmediality and the Brick: Differences and Similarities between Analog and Digital Lego Play -- The world of the brick -- The Lego language -- Lego's substance and form of expression -- Interacting with the brick: manipulation and prosthesis -- Creative play vs. games: ludic differences and similarities -- Notes -- References -- 12 Transfictionality, Thetic Space, and Doctrinal Transtexts: The Procedural Expansion of Gor in Second Life's Gorean Role-playing Games -- World-making, spatiality, and procedurality -- Transfictionality and procedural expansion -- Procedural expansion and Gorean role-playing games
    Content: The law of natural order and the PRPG-VEs' thetic space -- Conclusion -- Notes -- References -- Contributors -- Index
    Additional Edition: ISBN 9781501330490
    Additional Edition: Erscheint auch als Druck-Ausgabe Intermedia games - games inter media New York : Bloomsbury Academic, 2019 ISBN 9781501330490
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Intermedialität ; Electronic books
    URL: Volltext  (lizenzpflichtig)
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  • 9
    Online Resource
    Online Resource
    London, England :Bloomsbury Publishing,
    UID:
    almahu_9949281393302882
    Format: 1 online resource (297 pages)
    Edition: First edition.
    ISBN: 1-5013-3052-7 , 1-5013-3051-9 , 1-5013-3050-0
    Content: "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."--
    Note: Includes index. , Introduction / Jeff Thoss and Michael Fuchs -- Video games' incorporation of other media -- The spectacular design of first-person shooters : remediating cinematic spectacle in call of duty : advanced warfare and battlefield / Håvard Vibeto -- The discourse community's cut : video games and the notion of montage / Bernard Perron, Hugo Montembeault, Andréane Morin-Simard, and Carl Therrien -- Camera ludica : reflections on photography in video games / Sebastian Möring and Marco de Mutiis -- Inscribing the lone and level sands : technoromanticism at play in elegy for a dead world / Jason I. Kolkey -- Lost in the static? : comics in video games / Armin Lippitz -- Intermedial exchanges between video games and other media -- Game and watch : machinimas, let's plays, streams, and the linearization of digital play / Riccardo Fassone -- Videogaming in(to) literature : virtual corporeality in Chloé Delaume's Corpus Simsi / Laurent Milesi -- Edgar Allan Poe simulators : on dream logic, game narratives, and Poesque atmospheres / Marco Caracciolo -- Interference as artistic strategy : video game art between transparency and opacity / Stephan Schwingeler -- Video games and their transmedial environments -- Music across the transmedial frontier : Star Trek video games / Tim Summers -- Transmediality and the brick : differences and similarities between analogue and digital lego play / Mattia Thibault -- Transfictionality, thetic space, and doctrinal transtexts : the procedural expansion of Gor in second life's Gorean role-playing games / Christophe Duret. , Also available in printing. , English
    Additional Edition: ISBN 1-5013-6812-5
    Additional Edition: ISBN 1-5013-3049-7
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    UID:
    almafu_BV044894434
    Format: 233 Seiten : , Illustrationen.
    ISBN: 978-3-643-50797-6
    Series Statement: American studies in Austria volume 16
    Note: International conference proceedings
    Additional Edition: Erscheint auch als Online-Ausgabe, PDF ISBN 978-3-643-65797-8
    Language: English
    Subjects: American Studies , English Studies
    RVK:
    RVK:
    Keywords: Stadt ; Kultur ; Urbanität ; Kulturelle Identität ; Literatur ; Film ; Fernsehserie ; Stadt ; Stadtleben ; Konferenzschrift
    Author information: Brandt, Stefan L. 1964-
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