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  • 1
    Online-Ressource
    Online-Ressource
    Florence : Taylor and Francis | Ann Arbor, Michigan : ProQuest
    ISBN: 9781136220814
    Sprache: Englisch
    Seiten: 1 Online-Ressource (409 pages)
    DDC: 302.23
    RVK:
    Schlagwort(e): Fantasiewelt ; Imaginärer Schauplatz ; Literatur ; Medien
    Kurzfassung: Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
    Anmerkung: Description based on publisher supplied metadata and other sources
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Online-Ressource
    Online-Ressource
    München : neobooks
    ISBN: 9783748593379
    Sprache: Deutsch
    Seiten: Online-Ressource, 289 Seiten
    DDC: 810
    Schlagwort(e): Roman ; Bonn ; Toskana ; (Produktform)Electronic book text ; (VLB-WN)9114
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 3
    Online-Ressource
    Online-Ressource
    Hoboken : Taylor and Francis
    ISBN: 9780415722872
    Sprache: Englisch
    Seiten: Online-Ressource (323 p)
    Paralleltitel: Print version LEGO Studies : Examining the Building Blocks of a Transmedial Phenomenon
    Paralleltitel: Erscheint auch als LEGO studies
    DDC: 688.725
    RVK:
    RVK:
    Schlagwort(e): LEGO toys.. ; Educational toys.. ; Popular culture ; Electronic books ; Electronic books
    Kurzfassung: Since the ""Automatic Binding Bricks"" that LEGO produced in 1949, and the LEGO ""System of Play"" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including Star Wars, Harry Potter, Pirates of the Caribbean, Batman, Superman, Lord of the Rings, and others, have adapted their characters, vehicles, props, and settings. The LEGO Group itself has become a multimedia empire
    Beschreibung / Inhaltsverzeichnis: Cover; Title; Copyright; CONTENTS; List of Figures; Acknowledgments; About the Contributors; Institutions; Prolegomena; 1 The Cultural History of LEGO; 2 Adapting the Death Star into LEGO: The Case of LEGO Set #10188; 3 Middle-earth and LEGO (Re)creation; 4 Myth Blocks: How LEGO Transmedia Configures and Remixes Mythic Structures in the Ninjago and Chima Themes; 5 Chicks with Bricks: Building Creativity Across Industrial Design Cultures and Gendered Construction Play; 6 (Un)blocking the Transmedial Character: Digital Abstraction as Franchise Strategy in Traveller's Tales' LEGO Games
    Beschreibung / Inhaltsverzeichnis: 7 Playset Nostalgia: LEGO Star Wars: The Video Game and the Transgenerational Appeal of the LEGO Video Game Franchise8 Brick by Brick: Modularity and Programmability in MINDSTORMS and Gaming; 9 Building the LEGO Classroom; 10 The LEGO System as a Tool for Thinking, Creativity, and Changing the World; 11 LEGO: The Imperfect Art Tool; 12 LEGO Art Engages People; 13 The Virtualization of LEGO; 14 Bright Bricks, Dark Play: On the Impossibility of Studying LEGO; 15 Afterword: D.I.Y. Disciplinarity-(Dis)Assembling LEGO Studies for the Academy; Appendix: Resource Guide for LEGO Scholarship; Index
    Anmerkung: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    Online-Ressource
    Online-Ressource
    Ann, Arbor, MI : University of Michigan Press
    ISBN: 0472027492 , 0472900323 , 0472071491 , 0472051490 , 9780472071494 , 9780472900329 , 9780472051496 , 9780472027491
    Sprache: Englisch
    Seiten: 1 Online-Ressource (125 pages) , illustrations
    Serie: Landmark video games
    Originaltitel: Digital culture books
    Paralleltitel: Erscheint auch als Wolf, Mark J.P Myst and Riven
    Schlagwort(e): Myst ; Riven ; Computer adventure games ; Myst ; Riven ; GAMES ; Video & Electronic ; GAMES ; General ; Computer adventure games
    Kurzfassung: "Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read."--Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J.P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J.P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance
    Kurzfassung: The Myst Phenomenon --Myst and the Adventure Game Genre --Early Works of the Miller Brothers --The World of Myst --Myst Island --The Stoneship Age --The Channelwood Age --The Mechanical Age --The Selenitic Age --Dunny (D'Ni) --The Rime Age --Beyond the Game: The Other Myst Products --From Myst to Riven: Subcreation and Expansion --The World of Riven --Temple Island (Dome Island) --Jungle Island (Village Island) --Tay (The Rebel Age) --Book Assembly Island (Crater Island) --Survey Island (Map or Garden Island) --The 233rd Age (Gehn's Office and Bedroom) --Prison Island --Riven's Fortunes and the Rest of the Myst Series --Myst's and Riven's Influence on the Adventure Game Genre.
    Anmerkung: Includes bibliographical references and index , English
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 5
    Online-Ressource
    Online-Ressource
    [Erscheinungsort nicht ermittelbar] : Routledge | Boston, MA : Safari
    ISBN: 9781136220807
    Sprache: Englisch
    Seiten: 1 online resource (394 pages)
    Ausgabe: 1st edition
    Schlagwort(e): Electronic books ; local
    Kurzfassung: Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
    Anmerkung: Online resource; Title from title page (viewed March 14, 2014) , Mode of access: World Wide Web.
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 6
    Online-Ressource
    Online-Ressource
    Ann Arbor : University of Michigan Press
    ISBN: 9780472071494
    Sprache: Englisch
    Seiten: 1 Online-Ressource (134 p.)
    Schlagwort(e): Computer games / online games: strategy guides ; Hobbies, quizzes & games
    Kurzfassung: Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great
    Anmerkung: English
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 7
    Online-Ressource
    Online-Ressource
    [Erscheinungsort nicht ermittelbar] : University of Michigan Press
    ISBN: 9780472900329 , 9780472071494
    Sprache: Unbestimmte Sprache
    Seiten: 1 Online-Ressource
    Serie: Landmark Video Games
    Schlagwort(e): Hobbies, quizzes & games ; Computer games / online games: strategy guides ; Media studies
    Kurzfassung: "Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read." -Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance
    Anmerkung: English
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
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