This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games—Games Inter Media will deepen readers’ understanding of the convergence culture of the early twenty-first century and video games’ role in it.
Acknowledgments Introduction Jeff Thoss (Freie Universität Berlin, Germany) and Michael Fuchs (University of Graz, Austria) I.Video Games’ Incorporation of Other Media The Spectacular Design of First-Person Shooters: Remediating Cinematic Spectacle in Call of Duty: Advanced Warfare and Battlefield 4 Håvard Vibeto (Inland Norway University of Applied Sciences, Norway) The Discourse Community’s Cut: Video Games and the Notion of Montage Bernard Perron (Université de Montréal, Canada), Hugo Montembeault (Université de Montréal, Canada), Andréane Morin-Simard (Université de Montréal, Canada), and Carl Therrien (Université de Montréal, Canada) Camera Ludica: Reflections on Photography in Video Games Sebastian Möring and Marco de Mutiis (Fotomuseum Winterthur, Switzerland) Inscribing the Lone and Level Sands: Technoromanticism at Play in Elegy for a Dead World Jason I. Kolkey (Independent scholar, USA) Lost in the Static? Comics in Video Games Armin Lippitz (University of Klagenfurt, Austria) II.Intermedial Exchanges Between Video Games and Other Media Game and Watch: Machinimas, Let’s Plays, Streams, and the Linearization of Digital Play Riccardo Fassone (University of Torino, Italy) Videogaming in(to) Literature: Virtual CorpoReality in Chloé Delaume’s Corpus Simsi Laurent Milesi (Shanghai Jiao Tong University, China, and Cardiff University, UK) Edgar Allan Poe Simulators: On Dream Logic, Game Narratives, and Poesque Atmospheres Marco Caracciolo (Ghent University, Belgium) Interference as Artistic Strategy: Video Game Art between Transparency and Opacity Stephan Schwingeler (University of Applied Sciences and Arts Hildesheim/Holzminden/Göttingen, Germany) III.Video Games and their Transmedial Environments Music across the Transmedial Frontier: Star Trek Video Games Tim Summers (University College Dublin, Ireland) Transmediality and the Brick: Differences and Similarities between Analogue and Digital Lego Play Mattia Thibault (Tampere University of Technology, Finland) Transfictionality, Thetic Space, and Doctrinal Transtexts: The Procedural Expansion of Gor in Second Life’s Gorean Role-Playing Games Christophe Duret (Université de Sherbrooke, Canada)
Intermedia Games - Games Inter Media is a much-needed compendium of videogames’ multi-dimensional trans-, re-, and intermedial influences and cross-pollinations. The volume brings together a plethora of views from which the complex, dynamic, and often idiosyncratic relationships between games and other media might be approached. The book will thus serve as a key reference to anyone interested in media histories and ecologies, ludonarratology, networked societies, transmedia storytelling, digital textualities, multimodality, and beyond.
Featuring an innovative, cross-disciplinary approach to game studies, Intermedia Games—Games Inter Media interrogates and explains the functions of intermediality within video games.
Examines the multi-directional interplay between video games and other media, rather than a straightforward adaptation-oriented approach