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DEGRUYTEROA_on1382315711 |
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20240209213017.0 |
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|a 1398208805
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|a 9048553490
|q (electronic bk.)
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|a 9789048553495
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|a 9789048553495
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|a UAMI
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|a Blom, Joleen
|e author.
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|a Video Game Characters and Transmedia Storytelling
|b The Dynamic Game Character
|c Joleen Blom.
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|a 202310
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|a Amsterdam
|b Amsterdam University Press
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300 |
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|a 1 online resource (204 pages)
|b illustrations.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a digital
|2 rdatr
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|a Games and Play
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|a "Amsterdam University Press"
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|a A brief note Japanese names and words Chapter 1: Introducing the dynamic game character Chapter 2: Characters in contemporary media Chapter 3: How the dynamic game character develops Chapter 4: Strategies to control a character's transtextual identities Chapter 5: Parasocial relationships with non-playable characters Chapter 6: The construction of transmedia game characters Chapter 7: The future of dynamic game characters Glossary A brief typology on characters Complete bibliography Index .
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|a 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 <cite>Mass Effect</cite> series, <cite>Persona 5, Hades, Animal Crossing: New Horizons</cite> and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
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|a Vendor-supplied metadata.
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|a Cover -- Table of Contents -- A brief note on Japanese names and words -- 1. Introducing the dynamic game character -- Characters in contemporary transmedia practices -- The imbalance of transmedia storytelling -- Transmedia, games, and participatory culture -- A few notes on method -- Structure of the book -- Acknowledgments -- Bibliography -- 2. Characters in contemporary media -- Game characters in transmedia storytelling -- The ideal of narrative continuity across works -- Characters in the Japanese media mix -- Changing approaches -- Conclusion -- Bibliography
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|a 3. How the dynamic game character develops -- Dynamic game characters -- The possibility space of games -- The development structure of dynamic game characters -- The requirements for dynamic game characters -- The three types of dynamic game characters -- Conclusion -- Bibliography -- 4. Strategies to control a character's transtextual identities -- The challenge to character identities -- How (not) to control a dynamic game character's identity -- Conclusion -- Bibliography -- 5. Parasocial relationships with non-playable characters -- Parasocial relationships with game characters
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|a A brief overview of the System of Affection -- Dating in Persona 5 -- Queer and polyamorous dating in Hades -- Conclusion -- Bibliography -- 6. The construction of transmedia game characters -- The presentation of characters across media platforms -- Transmedia characters in fighting games -- Conclusion -- Bibliography -- 7. The future of dynamic game characters -- Charting a vision -- Bibliography -- Glossary: A brief typology of characters -- Bibliography -- General bibliography -- Complete ludology -- Index
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|a De Gruyter Online
|b De Gruyter Open Access eBooks
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|a JSTOR
|b Books at JSTOR Open Access
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650 |
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|a Digital storytelling.
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650 |
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|a Video game characters.
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650 |
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|a Récits numériques.
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650 |
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|a Personnages de jeux vidéo.
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650 |
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|a Media studies.
|2 bicssc
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650 |
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|a Game theory.
|2 bicssc
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650 |
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|a Games development and programming.
|2 bicssc
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650 |
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|a ART / Mixed Media.
|2 bisacsh
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650 |
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|a GAMES / Video & Electronic.
|2 bisacsh
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650 |
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|a SOCIAL SCIENCE / Technology Studies.
|2 bisacsh
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650 |
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|a Media studies.
|2 thema
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650 |
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7 |
|a Game theory.
|2 thema
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650 |
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|a Games development and programming.
|2 thema
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653 |
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|a Film, Media, and Communication
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653 |
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|a FMC
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653 |
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|a Game Studies
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653 |
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|a GAME
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653 |
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|a Media Studies
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653 |
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|a MEDIA
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|a Dynamic Game Characters, transmedia practices, game studies, reader-response theory
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776 |
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|i Print version:
|z 9789463722957
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830 |
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|a Games and Play.
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856 |
4 |
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|u https://www.degruyter.com/openurl?genre=book&isbn=9789048553495
|z Texto completo
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938 |
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|a De Gruyter
|b DEGR
|n 9789048553495
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938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL30882769
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938 |
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|a YBP Library Services
|b YANK
|n 305740672
|
938 |
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|a Amsterdam University Press
|b AUPA
|n 9789048553495
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994 |
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|a 92
|b IZTAP
|