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Hollywood Gamers

Author: Robert Alan Brookey
Publisher: Indiana University Press
ISBN: 0253004675
Size: 65.58 MB
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For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception. In Hollywood Gamers, Robert Alan Brookey explores the business conditions and technological developments that have facilitated the convergence of the film and video game industries. Brookey treats video games as rhetorical texts and critically examines several games to determine how specific industrial conditions are manifest in game design. Among the games (and films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron Man.

Game Studies

Author: Klaus Sachs-Hombach
Publisher: Herbert von Halem Verlag
ISBN: 3869621311
Size: 74.33 MB
Format: PDF
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Das Spielen am Computer ist aus der konvergenten Medienkultur der Gegenwart nicht mehr wegzudenken: Computerspiele werden von Menschen beinahe jeden Alters und jeder gesellschaftlichen Stellung gespielt. Entsprechend erfreut sich die Computerspielindustrie schon des Längeren an Umsätzen, die mit denen der Filmindustrie durchaus vergleichbar sind, und der Deutsche Kulturrat möchte Computerspiele inzwischen gar als ›Kunst‹ verstanden wissen. Vor diesem Hintergrund überrascht es einerseits kaum, dass in den letzten Jahren auch das akademische Interesse an Computerspielen stark gestiegen ist und dass das immer noch recht junge Medium heute aus ganz unterschiedlichen methodologischen und epistemologischen Perspektiven in den Blick genommen wird. Andererseits ist es unter der Vielzahl der trans-, multi- und interdisziplinär geprägten Zugänge zum Computerspiel bereits zu ersten Konsolidierungsbewegungen gekommen, sodass sich inzwischen von einer Reihe auch disziplinär kanonisierter Ansätze der Game Studies sprechen lässt. Die im vorliegenden Band versammelten Beiträge bieten eine umfassende Bestandsaufnahme und kritische Würdigung aktueller Ansätze der medienwissenschaftlichen und interdisziplinären Computerspielforschung.

Intermedia Games Games Inter Media

Author: Michael Fuchs
Publisher: Bloomsbury Publishing USA
ISBN: 1501330519
Size: 22.53 MB
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While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Theorien Des Computerspiels Zur Einf Hrung

Author: GamesCoop
Publisher: Junius Verlag
ISBN: 3960600267
Size: 64.54 MB
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Das Computerspiel hat sich in den letzten Jahren zu einem Medium entwickelt, das modellhaft für den Gebrauch digitaler Technologien und die Etablierung neuer Medientrends steht. Die junge Disziplin der Game Studies versucht den Besonderheiten dieses sich stetig erneuernden Mediums näherzukommen und entwickelt sich ebenso dynamisch wie ihr Forschungsgegenstand. Diese Einführung stellt Schlüsselbereiche des Computerspiels und der Computerspieltheorie vor: Der Band erörtert die spezifischen Genrekonventionen des Computerspiels, den Status von Bild und Interface, von Erleben und Involvierung der Spieler sowie besondere Effekte der Störung. Mit einem nah am Material angesiedelten Set von Analyseperspektiven und -methoden bietet diese Einführung ein umfassendes Bild vom Medium und seiner Wissenschaft.

The Oxford Handbook Of Sound And Image In Digital Media

Author: Carol Vernallis
Publisher: Oxford University Press
ISBN: 019975764X
Size: 79.56 MB
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This collection surveys the contemporary landscape of audiovisual media. Contributors from image and sound studies explore the history and the future of moving-image media across a range of formats including blockbuster films, video games, music videos, social media, experimental film, video art, pornography, theater, and electronic music.

Media Franchising

Author: Derek Johnson
Publisher: NYU Press
ISBN: 0814743471
Size: 69.68 MB
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"Johnson astutely reveals that franchises are not Borg-like assimilation machines, but, rather, complicated ecosystems within which creative workers strive to create compelling 'shared worlds.' This finely researched, breakthrough book is a must-read for anyone seeking a sophisticated understanding of the contemporary media industry." —Heather Hendershot, author of What's Fair on the Air?: Cold War Right-Wing Broadcasting and the Public Interest While immediately recognizable throughout the U.S. and many other countries, media mainstays like X-Men, Star Trek, and Transformers achieved such familiarity through constant reincarnation. In each case, the initial success of a single product led to a long-term embrace of media franchising—a dynamic process in which media workers from different industrial positions shared in and reproduced familiar cultureacross television, film, comics, games, and merchandising. In Media Franchising, Derek Johnson examines the corporate culture behind these production practices, as well as the collaborative and creative efforts involved in conceiving, sustaining, and sharing intellectual properties in media work worlds. Challenging connotations of homogeneity, Johnson shows how the cultural and industrial logic of franchising has encouraged media industries to reimagine creativity as an opportunity for exchange among producers, licensees, and evenconsumers. Drawing on case studies and interviews with media producers, he reveals the meaningful identities, cultural hierarchies, and struggles for distinction that accompany collaboration within these production networks. Media Franchising provides a nuanced portrait of the collaborative cultural production embedded in both the media industries and our own daily lives.

Playing To Win

Author: Thomas P. Oates
Publisher: Indiana University Press
ISBN: 0253015057
Size: 45.26 MB
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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Flickers Of Film

Author: Jason Sperb
Publisher: Rutgers University Press
ISBN: 0813576040
Size: 35.59 MB
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Whether paying tribute to silent films in Hugo and The Artist or celebrating arcade games in Tron: Legacy and Wreck-It-Ralph, Hollywood suddenly seems to be experiencing a wave of intense nostalgia for outmoded technologies. To what extent is that a sincere lament for modes of artistic production that have nearly vanished in an all-digital era? And to what extent is it simply a cynical marketing ploy, built on the notion that nostalgia has always been one of Hollywood’s top-selling products? In Flickers of Film, Jason Sperb offers nuanced and unexpected answers to these questions, examining the benefits of certain types of film nostalgia, while also critiquing how Hollywood’s nostalgic representations of old technologies obscure important aspects of their histories. He interprets this affection for the prehistory and infancy of digital technologies in relation to an industry-wide anxiety about how the digital has grown to dominate Hollywood, pushing it into an uncertain creative and economic future. Yet he also suggests that Hollywood’s nostalgia for old technologies ignores the professionals who once employed them, as well as the labor opportunities that have been lost through the computerization and outsourcing of film industry jobs. Though it deals with nostalgia, Flickers of Film is strikingly cutting-edge, one of the first studies to critically examine Pixar’s role in the film industry, cinematic representations of videogames, and the economic effects of participatory culture. As he takes in everything from Terminator: Salvation to The Lego Movie, Sperb helps us see what’s distinct about this recent wave of self-aware nostalgic films—how Hollywood nostalgia today isn’t what it used to be.

Superhero Synergies

Author: James N. Gilmore
Publisher: Rowman & Littlefield
ISBN: 1442232129
Size: 47.58 MB
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This collection of essays explores the developing relationship between superheroes and various forms of media, examining how the superhero genre, which was once limited primarily to a single medium (comic books/graphic novels) has been developed into video games, digital comics, films, Internet criticism, novelizations, television programs, the fanboy phenomenon, and many other forms of media.