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Words, Worlds, and Narratives: Transmedia and Immersion offers an interdisciplinary discussion of the way in which narrative is transmitted, transformed and translated through the wide variety of technologies and media platforms available in the 21st century. This volume critically engages with the field of transmedia studies and addresses the significance of media to narrative and authorship to immersion. What emerges is a unique look at collaborative scholarship and storytelling which is both disruptive and immersive. Using a diverse archive of narrative forms, including video games, fan fiction, film adaptation and social media, the chapters in this volume explore the narratological, social, political and economic implications of transmedia narrative in the public and private spaces of the digital and the immersive media communities.
This book explores vampire narratives that have been expressed across multiple media and new technologies. Stories and characters such as Dracula, Carmilla and even Draculaura from Monster High have been made more "real" through their depictions in narratives produced in and across different platforms. This also allows the consumer to engage on multiple levels with the "vampire world," blurring the boundaries between real and imaginary realms and allowing for different kinds of identity to be created while questioning terms such as "author," "reader," "player" and "consumer." These essays investigate the consequences of such immersion and why the undead world of the transmedia vampire is so well suited to life in the 21st century.
Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative new media projects across a variety of platforms. Synthesizing ideas from a range of theorists and practitioners across visual, audio, and interactive media, Kelly McErlean offers a practical reference guide and toolkit to best practices, techniques, key historical and theoretical concepts, and terminology that media storytellers and creatives need to create compelling interactive and transmedia narratives. McErlean takes a broad lens, exploring traditional narrative, virtual reality and augmented reality, audience interpretation, sound design, montage, the business of transmedia storytelling, and much more. Written for both experienced media practitioners and those looking for a reference to help bolster their creative toolkit or learn how to better craft multiplatform stories, Interactive Narratives and Transmedia Storytelling serves as a guide to navigating this evolving world.
Potterversity: Essays Exploring the World of Harry Potter presents a written companion to the popular, "Hermione-Approved" MuggleNet podcast by the same name. Selected from the top Potter Studies scholars in the field, the diverse authors in the volume provide a range of interpretations of wizarding world stories. Essays include analysis of genre conventions, literary and religious symbolism, the role of games in the series, pedagogical approaches, and politically challenging issues like U.S. race relations, colonialism, and gender and sexuality--including direct attention to J.K. Rowling's controversial statements about trans people. Grouped into the sections "Occult Knowledge," "Ancient Magic," "A Question of Character," "Self and Other," "Playing Potter," and "Teaching, the Hogwarts Way," partnered essays precede transcripts of podcast conversations, led by the hosts of Potterversity. The book's essays and conversations aim to engage not only the mind but the spirit as well--the emotional, personal, and moral responses the Potterverse has evoked in so many people around the world. Fundamentally, this book demonstrates that the characters, stories, and situations of the magical realm promote thinking that helps us navigate our more mundane but no less dangerous world. Perhaps even more importantly, they help us to recognize the magic amid our everyday Muggle realities.
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
Offering a multifaceted approach to the Mexican-born director Guillermo del Toro, this volume examines his wide-ranging oeuvre and traces the connections between his Spanish language and English language commercial and art film projects.
Beyond the classroom, the Harry Potter series clearly enjoys a large and devoted global fan community, and this collection will be of interest to serious fans.
This book brings genre back to the forefront of the current transmedia trend. Genres are perhaps the most innately transmedial of media constructs, formed as they are from all kinds of industrial, technological and discursive phenomena. Yet, few have considered how genre works in a multiplatform context. This book does precisely that, making a uniquely transmedial contribution to the study of genre in the age of media convergence. The book interrogates how industrial, technological and participatory transformations of digital platforms and emerging technologies reshape workings of genre. The authors consider franchises such as Star Wars, streaming platforms such as Netflix, catch-up services such as ITV Hub, creative technologies such as virtual reality, and beyond. In setting the stage for the revival of genre theory in contemporary transmedia scholarship, this book pushes forward understandings of multiplatform media and the emerging form and function of genre across contemporary culture.