2023
Blom, Joleen
Video Game Characters and Transmedia Storytelling: The Dynamic Game Character Book
Amsterdam University Press, 2023, ISBN: 9789048553495.
Abstract | Links | Tags: Close reading, Dynamic game character, Japanese narratology, Transmedia storytelling, Video game characters
@book{Blom2023,
title = {Video Game Characters and Transmedia Storytelling: The Dynamic Game Character},
author = {Joleen Blom },
url = {https://doi.org/10.1515/9789048553495
},
doi = {10.1515/9789048553495},
isbn = {9789048553495},
year = {2023},
date = {2023-10-30},
urldate = {2023-10-30},
volume = {9},
publisher = {Amsterdam University Press},
series = {Games and Play},
abstract = {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.},
keywords = {Close reading, Dynamic game character, Japanese narratology, Transmedia storytelling, Video game characters},
pubstate = {published},
tppubtype = {book}
}
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.
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.
2021
Koistinen, Aino-Kaisa; Koskimaa, Raine; Välisalo, Tanja
Constructing a Transmedia Universe: The Case of Battlestar Galactica Journal Article
In: WiderScreen, 2021, ISSN: 1795-6161.
Abstract | Links | Tags: Battlestar Galactica, Transmedia, Transmedia storytelling, Transmedia universe, Transmedial world, User-generated content
@article{Koistinen2021,
title = {Constructing a Transmedia Universe: The Case of Battlestar Galactica},
author = {Aino-Kaisa Koistinen and Raine Koskimaa and Tanja Välisalo},
url = {http://urn.fi/URN:NBN:fi:jyu-202109234963},
issn = {1795-6161},
year = {2021},
date = {2021-06-15},
journal = {WiderScreen},
abstract = {In this article, we define a ‘transmedia universe’ as encompassing the complexity of transmedia storytelling, production and consumption. In doing so, we use the popular science fiction television series Battlestar Galactica as a case study, including both the original and reimagined versions of the series and their various intramedia and transmedia, narrative and non-narrative, and diegetic and non-diegetic expansions. Moreover, we look beyond the official productions of the Battlestar Galactica franchise and include, for example, user-generated content within its transmedia universe.},
keywords = {Battlestar Galactica, Transmedia, Transmedia storytelling, Transmedia universe, Transmedial world, User-generated content},
pubstate = {published},
tppubtype = {article}
}
In this article, we define a ‘transmedia universe’ as encompassing the complexity of transmedia storytelling, production and consumption. In doing so, we use the popular science fiction television series Battlestar Galactica as a case study, including both the original and reimagined versions of the series and their various intramedia and transmedia, narrative and non-narrative, and diegetic and non-diegetic expansions. Moreover, we look beyond the official productions of the Battlestar Galactica franchise and include, for example, user-generated content within its transmedia universe.
