Andreas Rauscher - Böcker
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8 produkter
8 produkter
2 103 kr
Skickas inom 10-15 vardagar
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.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: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
621 kr
Skickas inom 10-15 vardagar
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.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: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
1 928 kr
Skickas inom 3-6 vardagar
The first multi-disciplinary reconsideration of Lynch's uvreOffers multi-disciplinary approaches to transmedialityProvides new readings of David Lynch's open uvreExplores new methods and approaches in film studies, e.g. videographic criticismNetworked David Lynch is a multi-disciplinary reconsideration of Lynch's uvre in the context of the challenges and opportunities offered by transmedia environments and networks of the 21st century. This collection builds on state-of-the-art-research concepts like video-graphic criticism and video essays to provide a fresh and important approach to any study of David Lynch's uvre. As such, Networked David Lynch is an attractive entry point to current media theory and recent film history, appealing to cinephiles, academics, researchers, and students.This multi-disciplinary reader provides immediate relevance to university courses focusing on modern film history and on current theory in film, television, and media studies. The scope of approaches featured in the book provides an informative basis for courses on transmedia and media convergence, sound studies, musicology, cultural studies, and American studies.
355 kr
Skickas inom 7-10 vardagar
Networked David Lynch is a multi-disciplinary reconsideration of Lynch’s œuvre in the context of the challenges and opportunities offered by transmedia environments and networks of the 21st century. This collection builds on state-of-the-art-research concepts like video-graphic criticism and video essays to provide a fresh and important approach to any study of David Lynch’s œuvre. As such, Networked David Lynch is an attractive entry point to current media theory and recent film history, appealing to cinephiles, academics, researchers, and students.This multi-disciplinary reader provides immediate relevance to university courses focusing on modern film history and on current theory in film, television, and media studies. The scope of approaches featured in the book provides an informative basis for courses on transmedia and media convergence, sound studies, musicology, cultural studies, and American studies.
1 265 kr
Kommande
Games have developed into an important form of cultural expression that needs to be appropriately archived and examined in relation to established cultural forms. They are part of various cultural institutions that collect cultural artifacts. The selection of computer games varies not only according to the profile of the institution, but also in terms of format, accompanying material, and, in particular, the consoles used. For purely pragmatic reasons, cultural institutions that collect define specific criteria for the cultural assets to be collected. How can these criteria be defined for a game collection in order to achieve a documentation of game history that is as comprehensive, diverse, and varied as possible? Can the canon debates from literary or film studies and the associated practices, such as retrospectives in cultural centers and film museums, be transferred to game studies? What are the milestones of game culture? What approaches arise in comparison to other media and their archiving practices? What is archived in a game collection beyond the code or the game board? What is interesting in terms of game mechanics, technology, or narrative? What dependencies arise in the relationship between software and hardware? Can game history be written nationally? What does a pluralistic and grassroots history of games look like?
142 kr
Skickas inom 3-6 vardagar
256 kr
Skickas inom 10-15 vardagar
Die wissenschaftliche Beschäftigung mit Comics in all ihren vielfältigen Formen hat sich in den vergangenen Jahren auch in Deutschland zu einem lebhaften interdisziplinären Forschungsfeld entwickelt, dem zudem ein steigendes Interesse an der Comicanalyse in universitären Lehrveranstaltungen gefolgt ist. Die vorliegende Einführung verbindet vor diesem Hintergrund einen kompakten Überblick über einschlägige Theorien, Begriffe und Methoden mit einer Vielzahl konkreter Beispiele, um die Produktivität einer Auswahl zentraler Ansätze zur semiotischen, multimodalen, narratologischen, genretheoretischen, intersektionalen und interkulturellen Comicanalyse zu demonstrieren.
405 kr
Skickas inom 10-15 vardagar
Das Lehrbuch bietet einen zugänglichen und umfassenden Überblick über die grundlegenden Ansätze der interdisziplinär ausgerichteten Game Studies.