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
Keywords:
Computerspiel
;
Intermedialität
;
Electronic books
URL:
Volltext
(lizenzpflichtig)
URL:
https://ebookcentral.proquest.com/lib/potsdamuni/detail.action?docID=5609667