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189 result(s) for "Wolf, Mark J. P."
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Building Imaginary Worlds
Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Contemplation, Subcreation, and Video Games
This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.
Influences on the development of imaginary worlds
Dubourg and Baumard's paper takes a different, and fruitful, approach to the study of imaginary worlds than what is usually found in Media Studies, but omits certain circumstances and influences that shaped their history; this article argues that psychological or behavioral factors are not enough to explain the growth of imaginary worlds, even as they may be important influences.
Exploring Imaginary Worlds
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf’s field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.
Video Games Around the World
Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPGNusantara Onlinereflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations.Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
World Gestalten: Ellipsis, Logic, and Extrapolation in Imaginary Worlds
Just as perceptual gestalten complete images and narrative gestalten complete storylines, both encouraging audiences to fill in missing information based on the information provided, the data pertaining to an imaginary world can collectively generate a world logic that helps audiences extrapolate and fill in gaps, resulting in the illusion of a complete and consistent imaginary world, through we what might call world gestalten. This article examines how these gestalten occur and function, how they contribute to the illusion of a complete world, and the importance of this process to transmedial entertainment franchises that are set in imaginary worlds.
Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games
Video games compete for audiences at the very same sites as film and TV-most multiplex theaters have video games in the lobby, if not a separate room devoted to them, and home video game systems use the television set itself, trading game programs for broadcast ones. Film and television industries were also interested; CBS Electronics and 20th Century Fox made their own game cartridges^, and several dozen movies and television shows became game cartridges for the Atari 2600 system alone.1 Since some of these games are somewhat obscure or nearly impossible to find today, I will mainly use wellknown games for most of the examples, and will limit my recounting of the history to a few highlights, focusing mainly on the use of on-screen and off-screen space and its similarities and dissimilarities to their counterparts in cinematic space.
Before the crash : early video game history
Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived “primitiveness” when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.