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DEGRUYTEROA_on1406835431 |
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20240209213017.0 |
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231031s2023 gw ob 000 0 eng d |
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019 |
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|a 1402146536
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|a 9783839464861
|q (electronic bk.)
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|a 3839464862
|q (electronic bk.)
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|z 9783837664867
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|a (OCoLC)1406835431
|z (OCoLC)1402146536
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|a JC323
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|a 320.12
|2 23/eng/20231108
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|a UAMI
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245 |
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|a Narratives crossing boundaries :
|b storytelling in a transmedial and transdisciplinary context /
|c Joachim Friedmann (ed.).
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264 |
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|a Bielefeld :
|b Transcript Verlag,
|c 2023.
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300 |
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|a 1 online resource.
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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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490 |
1 |
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|a Studies of digital media culture ;
|v vol. 17
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504 |
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|a Includes bibliographical references.
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506 |
0 |
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|a Open Access
|5 EbpS
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588 |
0 |
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|a Online resource; title from PDF title page (EBSCO, viewed November 8, 2023).
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|a As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.
|
505 |
0 |
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|t Frontmatter --
|t Table of Contents --
|t Crossing Boundaries? Defining Boundaries! --
|t DISCIPLINARY BOUNDARIES --
|t Designing the Mystery --
|t I Am Your Monster No Longer --
|t When Mad Science Found its Way in Digital Games --
|t MEDIAL BOUNDARIES --
|t Serial Games in a Transmedial World --
|t Playing with Batman --
|t ONTOLOGICAL BOUNDARIES --
|t The Multimodality of Immersion --
|t Stories and Political Imaginaries --
|t Shared Realities, Solitary Actions --
|t Gaming on Climate Change --
|t Womanhood Beyond Stereotypes --
|t Exploring Contemporary Southern African Culture through Animation and Video Games --
|t Keeping Memory Alive through Digital Games --
|t Towards the Ludic Cyborg --
|t Contributors
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590 |
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|a De Gruyter Online
|b De Gruyter Open Access eBooks
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650 |
|
0 |
|a Boundaries.
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650 |
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0 |
|a Storytelling.
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650 |
|
0 |
|a Games.
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650 |
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6 |
|a Frontières.
|
650 |
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6 |
|a Art de conter.
|
650 |
|
7 |
|a boundaries.
|2 aat
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650 |
|
7 |
|a Social Science / Media Studies.
|2 bisacsh
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653 |
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|a Computer Games.
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653 |
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|a Games.
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653 |
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|a Media Aesthetics.
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653 |
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|a Media Studies.
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653 |
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|a Media Theory.
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653 |
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|a Media.
|
653 |
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|a Popular Culture.
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653 |
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|a Social Impact.
|
653 |
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|a Storytelling.
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655 |
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0 |
|a Electronic books.
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655 |
0 |
4 |
|a Electronic books.
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700 |
1 |
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|a Friedmann, Joachim,
|e editor.
|
830 |
|
0 |
|a Studies of digital media culture ;
|v vol. 17.
|
856 |
4 |
0 |
|u https://www.degruyter.com/openurl?genre=book&isbn=9783839464861
|z Texto completo
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 3693325
|
938 |
|
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|b OCKB
|z netlibrary.ebooks,5cdcc2d9-7342-4175-8fa2-106863dc0c3e-emi
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|a 92
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