cross media narrative

By Jill Walker Rettberg, 5 July, 2013
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xiii, 354
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Abstract (in English)

In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. Theorists have also predominantly defined it according to end-point characteristicssuch as the "expansion" trait (a story continues across media). This has resulted in the phenomenon being obscured amongst similar phenomena. Therefore, rather than investigate the phenomenon as it occurs in isolated artistic sectors and with an end-point characteristic, this thesis investigates all of these emergences through the lens of transmedia practice. That is, this thesis investigates the nature of transmedia practice in general, according to the way practitioners conceive and design a fictional world to be expressed across distinct media and environments. To do this, this thesis draws on the semiotic theory of “multimodality” and “domains of practice” (Kress and van Leeuwen, 2001) to illuminate the unique knowledge and skills of practitioners involved in the design of transmedia projects. The industrial and aesthetic implications of the employment of distinct media are discussed, along with their semiotic activation. Related theories such as "hypertextuality" and "transfictionality" are problematised in light of transmedia phenomena. Since the phenomenon involves both narrative and game modes, a new methodology is introduced to study their presence at various stages of design: transmodality. The employment of the actual world in transmedia practices is discussed in light of Aristotle's "dramatic unities" and through "deictic shift theory". Through research questions from media, narrative and game studies as well as semiotics, this thesis aims to explain how transmedia is a peculiar practice that demands its own research area and methodologies.

By Eric Dean Rasmussen, 21 June, 2012
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Abstract (in English)

Literary gaming (Ensslin 2014) is situated at the interface between literary computer games and ludic digital literature. The conjunction of literary close-reading and gaming is inherently paradoxical because literature and computer games are two entirely different receptive, productive, aesthetic, phenomenological, social and discursive phenomena. Reading, according to Hayles (2007), requires deep attention, which allows subjects to focus on an artefact such as a print novel or digital fiction for an extended period of time without, however, losing a sense of the actual world surrounding them. Gameplay, on the other hand, typically involves hyperattention, which literally glues players to the screen, thereby creating "artificial" basic needs, such as the urge to finish a level or quest before being able to focus on any other activity. (Literary) art games tend to "détourn" commercial game aesthetics (Dragona 2010, Vaneigem 1967) to evoke a critical meta-stance in players towards the ludic and textual expectations created by mainstream game culture. This meta-stance may relate to the ways in which players willingly succumb to teleological trajectories such as functional killing and saving damsels-in-distress (Ensslin and Bell 2012). By the same token, literary game designers and digital writers explore creatively the question of whether hyper and deep attention are indeed compatible, thereby producing a variety of artefacts that inhabit various loci on the spectrum between ludic digital literature and literary computer game (Ensslin 2012). Focusing on the ludic, fictional, medial and linguistic metazones (Jaworski et al. 2004), this chapter offers a close "playing" of Jason Nelson's poetic platform game, Evidence of Everything Exploding (2009). Nelson's work sits near the middle of the ludic-literary spectrum. It literally 'toys' with the explosive potential inherent in the fusion of reading and playing, specifically in the highly polysemic and metalinguistic realm of poetry. Methodologically, an extended notion of functional ludo-narrativism (Ryan 2006: 203) will be employed to the analysis, with a view to examining how elements of game design, gameplay, textuality and poetic style concur to evoke distinctive receptive and interactive experiences. (Source: Author's abstract, 2012 ELO Conference site)

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The story starts in 1928 with the finding of Uranium in Colo- rado, and ends in 1989 with the fall of the Berlin Wall. It tells the adventures of a man, Tulse Luper, a writer and project-maker who spent his life “under lock and key” in several parts of the world and archived his life in 92 suitcases. Tuned to the author’s characteristic style, it is an encyclopedic project, but one that responds in a unique way to the stimuli of new visual languages and narrative formats. Because of this, it is accomplished in different media (a television series, numerous DVDs, movie trilogy, VJing performance, web site, online game, a library of 92 books, various theater events and exhibitions).

(Description from Giselle Beiguelman, "The Reader, the Player and the Executable Poetics: Towards a Literature Beyond the Book")

 

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Description (in English)

The story starts in 1928 with the finding of Uranium in Colo- rado, and ends in 1989 with the fall of the Berlin Wall. It tells the adventures of a man, Tulse Luper, a writer and project-maker who spent his life “under lock and key” in several parts of the world and archived his life in 92 suitcases. Tuned to the author’s characteristic style, it is an encyclopedic project, but one that responds in a unique way to the stimuli of new visual languages and narrative formats. Because of this, it is accomplished in different media (a television series, numerous DVDs, movie trilogy, VJing performance, web site, online game, a library of 92 books, various theater events and exhibitions).

(Description from Giselle Beiguelman, "The Reader, the Player and the Executable Poetics: Towards a Literature Beyond the Book")

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