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"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resi...
Multimodality’s popularity as a semiotic approach has not resulted in a common voice yet. Its conceptual anchoring as well as its empirical applications often remain localized and disparate, and ideas of a theory of multimodality are heterogeneous and uncoordinated. For the field to move ahead, it must achieve a more mature status of reflection, mutual support, and interaction with regard to both past and future directions. The red thread across the disciplines reflected in this book is a common goal of capturing the mechanisms of synergetic knowledge construction and transmission using diverse forms of expressions, i.e., multimodality. The collection of chapters brought together in the bo...
This book of empirical studies analyzes examples of televisual shared universes since the 1960s to understand how the nature of televised serial narratives and network corporate policies have long created shared storyworlds. While there has been much discussion about shared cinematic universes and comic book universes, the concept has had limited exploration in other media, such as those seen on the smaller screen. By applying convergence culture and other contemporary media studies concepts to television’s history, contributors demonstrate the common activities and practices in serial narratives that align older television with contemporary television, simultaneously bridging the gap between old media and new media studies. Scholars of film studies, media studies, and popular culture will find this book of particular interest.
This book is a study of how transfictional and transmedia storytelling emerges in the nineteenth century and how the period’s receptive practices anticipate the receptive practices of fandom and transmedia storytelling franchises in the twentieth and twenty-first centuries. The central claim is that the serialized, periodical, and dramatic media environment of the late eighteenth century through the nineteenth century in Great Britain trained audiences to perceive the continuous identity of characters and worlds across disparate texts, illustrations, plays, and songs by creators other than the earliest originating author. The book contributes to fan studies, transmedia studies, and nineteenth-century periodical studies while also interrogating the nature of fictional character.
The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.
Sherlock Holmes remains more popular than ever some 130 years after the detective first appeared in print. These days, the iconic character’s staying power is due in large part to the success of the recent BBC series Sherlock, which brings the famous sleuth into the twenty-first century. One of the most-watched television series in BBC history, Sherlock is set in contemporary London, where thirtysomething Sherlock and John (no longer fussy old Holmes and Watson), alongside New Scotland Yard, solve crimes with the help of smartphones, texting, online forums, and the internet. In their modernization of Sir Arthur Conan Doyle’s nineteenth-century world, Sherlock creators Stephen Moffatt and...
George R.R. Martin's acclaimed seven-book fantasy series A Song of Ice and Fire is unique for its strong and multi-faceted female protagonists, from teen queen Daenerys, scheming Queen Cersei, child avenger Arya, knight Brienne, Red Witch Melisandre, and many more. The Game of Thrones universe challenges, exploits, yet also changes how we think of women and gender, not only in fantasy, but in Western culture in general. Divided into three sections addressing questions of adaptation from novel to television, female characters, and politics and female audience engagement within the GoT universe, the interdisciplinary and international lineup of contributors analyze gender in relation to female characters and topics such as genre, sex, violence, adaptation, as well as fan reviews. The genre of fantasy was once considered a primarily male territory with male heroes. Women of Ice and Fire shows how the GoT universe challenges, exploits, and reimagines gender and why it holds strong appeal to female readers, audiences, and online participants.
Through analysis of three case study videogames – Left 4 Dead 2, DayZ and Minecraft – and their online player communities, Digital Zombies, Undead Stories develops a framework for understanding how collective gameplay generates experiences of narrative, as well as the narrative dimensions of players' creative activity on social media platforms. Narrative emergence is addressed as a powerful form of player experience in multiplayer games, one which makes individual games' boundaries and meanings fluid and negotiable by players. The phenomenon is also shown to be recursive in nature, shaping individual and collective understandings of videogame texts over time. Digital Zombies, Undead Stories focuses on games featuring zombies as central antagonists. The recurrent figure of the videogame zombie, which mediates between chaos and rule-driven predictability, serves as both metaphor and mascot for narrative emergence. This book argues that in the zombie genre, emergent experiences are at the heart of narrative experiences for players, and more broadly demonstrates the potential for the phenomenon to be understood as a fundamental part of everyday play experiences across genres.
The ebook edition of this title is Open Access and freely available to read online. Our culture has an uneasy relationship with repetition and sameness. On the one hand, we find familiarity pleasurable and soothing; on the other, we crave novelty and long for a sense of discovery. We blame algorithms, intent on selling us more of the same, and on a media industry too greedy to risk investing in intellectually challenging, radically new, products. Sameness and Repetition in Contemporary Media Culture takes a comprehensive approach that both theorises and historically grounds the idea of repetition in relation to media as something that is deeply embedded in our cultural tradition. This project received funding from the Carlsberg Foundation.