The ebook edition of this title is Open Access and freely available to read online. Our culture has an uneasy relationship with repetition and sameness. On the one hand, we find familiarity pleasurable and soothing; on the other, we crave novelty and long for a sense of discovery. We blame algorithms, intent on selling us more of the same, and on a media industry too greedy to risk investing in intellectually challenging, radically new, products. Sameness and Repetition in Contemporary Media Culture takes a comprehensive approach that both theorises and historically grounds the idea of repetition in relation to media as something that is deeply embedded in our cultural tradition. This project received funding from the Carlsberg Foundation.
In this pioneering new book, authors Klastrup and Tosca explore the many ways that transmedial worlds are present in people’s everyday life, proposing a new theory of (trans)media use for the digital age. People are not only reading, watching and playing in fictional worlds like never before, but also using them to reflect about their lives through Facebook, Twitter, Youtube and other channels, commenting on their marriages or their life at the office, analyzing current news, or reminiscing on the role these worlds played in their childhood. The book’s unique methodological approach combines an aesthetic and literary perspective that looks closely at the different fictional universes, with an empirical user perspective that builds upon 15 years of sustained work on transmediality. The result is a theory that covers both the personal, experiential dimension of fictional worlds and the social dimension of sharing with each other. A fascinating and contemporary examination of media worlds and their communities, this book offers students and scholars of fandom, media, cultural and reception studies a new theoretical and methodological framework, through which to understand the phenomenon of transmedial worlds, and people's engagement with them.
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
The ebook edition of this title is Open Access and freely available to read online. Our culture has an uneasy relationship with repetition and sameness. On the one hand, we find familiarity pleasurable and soothing; on the other, we crave novelty and long for a sense of discovery. We blame algorithms, intent on selling us more of the same, and on a media industry too greedy to risk investing in intellectually challenging, radically new, products. Sameness and Repetition in Contemporary Media Culture takes a comprehensive approach that both theorises and historically grounds the idea of repetition in relation to media as something that is deeply embedded in our cultural tradition. This project received funding from the Carlsberg Foundation.
In this pioneering new book, authors Klastrup and Tosca explore the many ways that transmedial worlds are present in people’s everyday life, proposing a new theory of (trans)media use for the digital age. People are not only reading, watching and playing in fictional worlds like never before, but also using them to reflect about their lives through Facebook, Twitter, Youtube and other channels, commenting on their marriages or their life at the office, analyzing current news, or reminiscing on the role these worlds played in their childhood. The book’s unique methodological approach combines an aesthetic and literary perspective that looks closely at the different fictional universes, with an empirical user perspective that builds upon 15 years of sustained work on transmediality. The result is a theory that covers both the personal, experiential dimension of fictional worlds and the social dimension of sharing with each other. A fascinating and contemporary examination of media worlds and their communities, this book offers students and scholars of fandom, media, cultural and reception studies a new theoretical and methodological framework, through which to understand the phenomenon of transmedial worlds, and people's engagement with them.
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