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Gaming The Comic Book : = Turning Th...
~
ProQuest Information and Learning Co.
Gaming The Comic Book : = Turning The Page on How Comics and Videogames Intersect as Interactive, Digital Experiences.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
Gaming The Comic Book :/
其他題名:
Turning The Page on How Comics and Videogames Intersect as Interactive, Digital Experiences.
作者:
Thurmond, Joseph Austin.
面頁冊數:
1 online resource (105 pages)
附註:
Source: Masters Abstracts International, Volume: 57-05.
Contained By:
Masters Abstracts International57-05(E).
標題:
Multimedia communications. -
電子資源:
click for full text (PQDT)
ISBN:
9780355782417
Gaming The Comic Book : = Turning The Page on How Comics and Videogames Intersect as Interactive, Digital Experiences.
Thurmond, Joseph Austin.
Gaming The Comic Book :
Turning The Page on How Comics and Videogames Intersect as Interactive, Digital Experiences. - 1 online resource (105 pages)
Source: Masters Abstracts International, Volume: 57-05.
Thesis (M.A.)--Gardner-Webb University, 2017.
Includes bibliographical references
Little attention has been given to how digital technologies have impacted the comic medium. Despite the astronomical impact this shift has had on all sorts of traditional media, it is common to believe that digital comics are simply electronic versions of print comics, but the implementation of audio, animation, three-dimensional effects, and interactivity with other kinds of digital comics reveal that they are hardly so simple. Analyzing and classifying them is essential for English studies, comics studies, and even game studies. Digital comics are a hybridized medium that challenge the essence and existing definitions of comics with disparate instances and inclusions of multimedia and interactivity. Digital comics also complicate how the comic medium is remediated with three remediation types (retro remediation, stylistic remediation, and adaptation) that favor or balance out desires for immediacy and hypermediacy between old and new media. Digital comics can also converge with the logic and design of videogames in the digital space, presenting opportunities to question the nature of interactivity between comics and videogames and how these two mediums can be combined with "interactive, digital comics." This paper creates a refined genre list for digital comics by separating them in terms of how much multimedia and/or interactivity they contain with an extensive analysis of nine digital comics. Their individual incorporations (or lack thereof) of multimedia and/or interactivity unveil innovative possibilities that the digital space affords for the comic medium with new methods of spatial, sequential, and temporal storytelling. In addition, this paper explores how digital comics are socially constructed and viewed as a genre by audiences with nine interviewees that glean further insight into the current perception and future potential of not only digital comics, but also the promising genre of interactive, digital comics.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355782417Subjects--Topical Terms:
655342
Multimedia communications.
Index Terms--Genre/Form:
554714
Electronic books.
Gaming The Comic Book : = Turning The Page on How Comics and Videogames Intersect as Interactive, Digital Experiences.
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Little attention has been given to how digital technologies have impacted the comic medium. Despite the astronomical impact this shift has had on all sorts of traditional media, it is common to believe that digital comics are simply electronic versions of print comics, but the implementation of audio, animation, three-dimensional effects, and interactivity with other kinds of digital comics reveal that they are hardly so simple. Analyzing and classifying them is essential for English studies, comics studies, and even game studies. Digital comics are a hybridized medium that challenge the essence and existing definitions of comics with disparate instances and inclusions of multimedia and interactivity. Digital comics also complicate how the comic medium is remediated with three remediation types (retro remediation, stylistic remediation, and adaptation) that favor or balance out desires for immediacy and hypermediacy between old and new media. Digital comics can also converge with the logic and design of videogames in the digital space, presenting opportunities to question the nature of interactivity between comics and videogames and how these two mediums can be combined with "interactive, digital comics." This paper creates a refined genre list for digital comics by separating them in terms of how much multimedia and/or interactivity they contain with an extensive analysis of nine digital comics. Their individual incorporations (or lack thereof) of multimedia and/or interactivity unveil innovative possibilities that the digital space affords for the comic medium with new methods of spatial, sequential, and temporal storytelling. In addition, this paper explores how digital comics are socially constructed and viewed as a genre by audiences with nine interviewees that glean further insight into the current perception and future potential of not only digital comics, but also the promising genre of interactive, digital comics.
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