Search results:
Found 4
Listing 1 - 4 of 4 |
Sort by
|
Choose an application
This book offers a media ethnography of the digital culture, conventions, and urban spaces associated with fandoms, arguing that fandom is an area of productive, creative, and subversive value.
Fandom --- inter/transmediality --- media ethnography --- affect --- subcultures
Choose an application
This open access book promotes the idea that all media types are multimodal and that comparing media types, through an intermedial lens, necessarily involves analysing these multimodal traits. The collection includes a series of interconnected articles that illustrate and clarify how the concepts developed in Elleström’s influential article The Modalities of Media: A Model for Understanding Intermedial Relations (Palgrave Macmillan, 2010) can be used for methodical investigation and interpretation of media traits and media interrelations. The authors work with a wide range of old and new media types that are traditionally investigated through limited, media-specific concepts. The publication is a significant contribution to interdisciplinary research, advancing the frontiers of conceptual as well as practical understanding of media interrelations. This is the first of two volumes. It contains Elleström’s revised article and six other contributions focusing especially on media integration: how media products and media types are combined and merged in various ways.
Media and Communication --- Digital/New Media --- Semiotics --- Digital and New Media --- Intermediality --- Transmediality --- Multimodality --- Media modalities --- Transmediation --- Hypermediality --- open access --- Media studies --- Media studies: Internet, digital media & society --- Semiotics / semiology
Choose an application
This open access book promotes the idea that all media types are multimodal and that comparing media types, through an intermedial lens, necessarily involves analysing these multimodal traits. The collection includes a series of interconnected articles that illustrate and clarify how the concepts developed in Elleström’s influential article The Modalities of Media: A Model for Understanding Intermedial Relations (Palgrave Macmillan, 2010) can be used for methodical investigation and interpretation of media traits and media interrelations. The authors work with a wide range of old and new media types that are traditionally investigated through limited, media-specific concepts. The publication is a significant contribution to interdisciplinary research, advancing the frontiers of conceptual as well as practical understanding of media interrelations. This is the second of two volumes. It contains a concluding article by Elleström and seven contributions concentrated on the issue of media transformations: how media characteristics are transferred and transfigured among various media products and media types.
Media and Communication --- Digital/New Media --- Semiotics --- Digital and New Media --- Intermediality --- Transmediality --- Multimodality --- Media modalities --- Transmediation --- Hypermediality --- open access --- Media studies --- Media studies: Internet, digital media & society --- Semiotics / semiology
Choose an application
Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
religion --- science --- science fiction --- fundamentalism --- religious violence --- digital games --- game mechanics --- karma --- moral decision making --- studies --- Bible --- theology --- Isaac --- Catholicism --- criticism of religion --- child abuse --- Western esotericism --- religious studies --- game studies --- paranormal --- society for psychical research --- sacred --- secular --- occulture --- video games --- contemplation --- subcreation --- imaginary worlds --- religion --- world-building --- game-immanent --- video game --- content analysis --- Dishonored --- American history --- critique of religion --- cults --- digital games --- Evangelicalism --- new religious movements --- stereotypes --- play --- game --- football videogames --- religion --- ritual practices --- post-apocalypse --- video games --- religion in games --- Horizon: Zero Dawn --- Fallout 3 --- transmediality --- transmedia storytelling --- game worlds --- storyworlds --- transmedial worlds --- Mythos --- Ethos --- Assassin’s Creed --- game studies --- religion studies --- games and religion studies --- religion criticism
Listing 1 - 4 of 4 |
Sort by
|