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Running and Clicking: Future Narratives in Film

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ISBN: 9783110272437 9783110272154 Year: Pages: 241 DOI: 10.1515/9783110272437 Language: English
Publisher: De Gruyter Grant: FP7 Ideas: European Research Council
Subject: Languages and Literatures --- Performing Arts
Added to DOAB on : 2019-10-02 11:21:06

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Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the dividing line between film and game is progressively dissolved. Focused on traditional mass media, transitional media, and new media, it also touches on transmedial storytelling and virtual reality, discussions of the political power of the imaginary and of the possible fate of Future Narratives in the post-human hegemony of the simulated real.

Keywords

Game --- Play --- Text --- Narrative

Playing the Text, Performing the Future: Future Narratives in Print and Digiture

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ISBN: 9783110272390 9783110272130 Year: Pages: 246 DOI: 10.1515/9783110272390 Language: English
Publisher: De Gruyter Grant: FP7 Ideas: European Research Council
Subject: Languages and Literatures
Added to DOAB on : 2019-10-02 11:21:06

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This volume examines the structure of text-based Future Narratives in the widest sense, including choose-your-own-adventure books, forking-path novels, combinatorial literature, hypertexts, interactive fiction, and alternate reality games. How ´radical` can printed Future Narratives really be, given the constraints of their media? When exactly do they not only play with the mere idea of multiple continuations, but actually stage genuine openness and potentiality? Process-rather than product-oriented, text-based Future Narratives are seen as performative and contingent systems, simulating their own emergence.

Keywords

Play --- Text --- Performance --- Future --- Digital

Hanging Out, Messing Around, and Geeking Out

Author:
ISBN: 9780262013369 9780262518543 Year: Pages: 440 Language: English
Publisher: The MIT Press
Subject: Science (General) --- Education
Added to DOAB on : 2019-01-17 11:41:33
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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces.Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

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2013 (3)