Video Games and Transmediality. An Analyse of the Current Methods, Milestones and Practices Cover Image

Jocurile video și transmedialitatea. O analiză a modelelor, reperelor și practicilor actuale
Video Games and Transmediality. An Analyse of the Current Methods, Milestones and Practices

Author(s): Tulia Maria Căşvean
Subject(s): Economy
Published by: Asociaţiunea Transilvană pentru Literatura Română şi Cultura Poporului Român - ASTRA
Keywords: video games; popular culture; transmediality; recycling; gamification;

Summary/Abstract: Representative for the entertainment, depicted by Gilles Lipovetsky as „industries dedicated to leisure” that „improve the participatory and emotional dimension of the consumption”, and for popular culture, video games valorize plenty of the contemporary cultures elements and forms. Being embraced more and more into the everyday life, especially for the digitally native generation, the video games mirror the contemporary social context, approaching social or societal topicsout of the day-by-day life (The Sims, Tax Invaders, Peacemaker, Ai draci). As cinema or television, the video games take from and give to other media sources content, heroes, pre-worked models, stereotypes and myths, or their mechanics and structure.The objective of research is to find out those specific elements of transmediality that can be identified with video games or coming from video games. The current paper critically analyzes the literature and embraces professionals’ opinion (game developers and narrative designers).

  • Issue Year: 2015
  • Issue No: 5
  • Page Range: 172-184
  • Page Count: 13