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One can find it in the classics of experimental literature such as Laurence Sterne's Tristram Shandy or the short stories of Jorge Luis Borges, but also in the horror and fantasy fiction of Stephen King, in Mel Brooks's spoof films and Grant Morrison's superhero comics. The talk is of metalepsis, the transgression of narrative levels. While this device was long perceived as a narratological oddity reserved for avant-garde texts, it has recently emerged as a phenomenon of much wider bearing that exists in numerous media and in popular as well as high culture. When Storyworlds Collide wishes to do justice to this situation and offers both a refined model for the analysis of metalepsis across media and a detailed investigation of the uses and functions of metalepsis in popular culture, thus providing a valuable addition to the burgeoning field of post-classical and transmedial narrative theory.Starting from a thorough reevaluation of the concept of metalepsis as it is discussed both in classical narratology and more recent endeavours, this book puts forth a deceptively simple yet flexible definition and typology of this device, centred on the violation of the border separating the inside and outside of a storyworld and designed to be transmedially applicable. In a second step, this model is put to the test through an analysis of a wide range of metaleptic narratives drawn from popular fiction, film, and comics. When Storyworlds Collide takes popular culture seriously, employing it neither to merely exemplify theory nor to demonstrate that it is ultimately a knockoff of high culture. Rather, it shows that metalepsis possesses a unique dynamics in popular storytelling and has become an essential device for pop-cultural self-reflection - while still retaining an immense potential to create amusing and entertaining narratives.This book will be relevant to students and scholars from a wide variety of fields: narrative theory, intermediality and media studies, popular culture as well as literary, film and comics studies.
Metalepsis. --- Erzähltechnik --- Erzähltechnik. --- Narration (Rhetoric) --- Popular culture. --- Figures of speech --- Literary style
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"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."--
Video games --- Multimedia systems. --- Intermediality. --- Design.
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"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."--
Video games --- Multimedia systems. --- Design. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Intermediality. --- Semiotics --- Influence (Literary, artistic, etc.) --- Game Design (Design) --- Game Design (Film & Media) --- Game Studies --- Computer games --- Design
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Strange as it may seem, Cervantes’s novel Don Quixote, Marc Forster’s film Stranger than Fiction, Shakespeare’s play A Midsummer Night’s Dream, Pere Borrell del Caso’s painting “Escaping Criticism” reproduced on the cover of the present volume and Mozart’s sextet “A Musical Joke” all share one common feature: they include a meta-dimension. Metaization – the movement from a first cognitive, referential or communicative level to a higher one on which first-level phenomena self-reflexively become objects of reflection, reference and communication in their own right – is in fact a common feature not only of human thought and language but also of the arts and media in general. However, research into this issue has so far predominantly focussed on literature, where a highly differentiated, albeit strictly monomedial critical toolbox exists. Metareference across Media remedies this onesidedness and closes the gap between literature and other media by providing a transmedial framework for analysing metaphenomena. The essays transcend the current notion of metafiction, pinpoint examples of metareference in hitherto neglected areas, discuss the capacity for metaization of individual media or genres from a media-comparative perspective, and explore major (historical) forms and functions as well aspects of the development of metaization in cultural history. Stemming from diverse disciplinary and methodological backgrounds, the contributors propose new and refined concepts and models and cover a broad range of media including fiction, drama, poetry, comics, photography, film, computer games, classical as well as popular music, painting, and architecture. This collection of essays, which also contains a detailed theoretical introduction, will be relevant to students and scholars from a wide variety of fields: intermediality studies, semiotics, literary theory and criticism, musicology, art history, and film studies.
Intermediality --- Media literacy --- Intertextuality --- Mass media literacy --- Information literacy --- Semiotics --- Influence (Literary, artistic, etc.) --- E-books --- Intermediality. --- Intertextuality. --- Media literacy. --- Criticism
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