The light, the dark, and everything else: making sense of young people's digital gaming

M Meriläinen, M Ruotsalainen - Frontiers in Psychology, 2023 - frontiersin.org
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining
feature in both the research and the public discussion of youth digital gaming. In this …

An audience studies' contribution to the discoverability and prominence debate: Seeking UK TV audiences''routes to content'

C Johnson, M Hills, L Dempsey - Convergence, 2024 - journals.sagepub.com
Despite discoverability and prominence emerging as crucial to contemporary industry and
policy debates in relation to online and internet-distributed television, there remains …

[KIRJA][B] Theory, development, and strategy in transmedia storytelling

RR Gambarato, GC Alzamora, L Tárcia - 2020 - taylorfrancis.com
This book explores transmedia dynamics in various facets of fiction and nonfiction
transmedia studies. Moving beyond the presentation/definition of transmediality as a field of …

[KIRJA][B] The dynamic game character: Definition, construction, and challenges in character ecology

J Blom - 2020 - pure.itu.dk
The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology
Page 1 The Dynamic Game Character: Definition, Construction, and Challenges in a Character …

Beyond fact and fiction: Cultural memory and transmedia ethics in Netflix's The Crown

R Rampazzo Gambarato… - European Journal of …, 2023 - journals.sagepub.com
The aim of this study is to discuss the potential ethical implications of the fictionalization of
historical events represented across multiple media platforms–under the powerful umbrella …

[KIRJA][B] Mortal Kombat: Games of Death

D Church - 2022 - library.oapen.org
Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential
series of fighting games, notorious for their violent “fatality” moves performed by …

[KIRJA][B] Video Game Characters and Transmedia Storytelling: The Dynamic Game Character

J Blom - 2023 - library.oapen.org
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 …

[KIRJA][B] Comics and Videogames

A Rauscher, D Stein, JN Thon - 2020 - api.taylorfrancis.com
The editors have gathered a distinguished group of international scholars working at the
interstices of comics studies and game studies to explore two interrelated areas of inquiry …

[HTML][HTML] Literature review on intermedial studies: from analogue to digital

ALV Azcárate - The intermediality of contemporary visual arts, 2023 - intechopen.com
This chapter traces an overview of the evolution of the research on Intermedial Studies in the
last two decades. It expands the research presented in the InTech volume Comparative …

[KIRJA][B] Sameness and repetition in contemporary media culture

S Tosca - 2023 - emerald.com
Murray, J.(1997). Hamlet on the holodeck. The MIT Press. Nakamura, L.(2009). Don't hate
the player, hate the game: The racialization of labor in World of Warcraft. Critical Studies in …