The World Building in the Superhero Genre Through Movies and Video Games: The Interplay Between Marvel’s Avengers and Marvel Cinematic Universe

2021 ◽  
pp. 155-170
Author(s):  
Hasan Kemal Suher ◽  
Tuna Tetik
2015 ◽  
Vol 10 (1) ◽  
pp. 73-88 ◽  
Author(s):  
Benjamin Beil ◽  
Hanns Christian Schmidt

Abstract As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.


2018 ◽  
Vol 18 (1) ◽  
pp. 18
Author(s):  
Richárd Fromann ◽  
Andrei Damsa

A videojáték-kutatás egyik közkedvelt területe a különböző játékostipológiák feltérképezése. Az ehhez kapcsolódó kutatások célja rendszerint az, hogy bemutassák a játékok mögött meghúzódó motivációs erőket, valamint kategorizálva, jól értelmezhető modellekbe ágyazva prezentálják ezeket. Jelen tanulmány két, egymáshoz szorosan kapcsolódó elméleti konstruktumot ismertet. Az első a JátékosLét Kutatóközpont által végzett kutatás eredményeként megalkotott F-modell, mely a videojátékosok motivációs dimenziói mentén kialakított tipológiát mutatja be, a második pedig a Szervezeti Személyiség Profil, az F-modell munkahelyi környezetbe ágyazott verziója. --- From video games to the world of work – player typologies and workplace motivation Player’s typologies are one of the most popular fields of videogame research. The main goal of these studies is to describe the motivational dimensions related to videogames and based on these factors to create well-defined player categories. This paper aims to present two connected models – one from the field of game research, and one from the aspect of workplace motivation. The F-model (for videogame player typology) was constructed using the data from the “JátékosLét Kutatás”, a Hungarian nationwide research project with more than 50,000 completed surveys. Based on the F-model, an organisational-focused motivational model was also created (Organisational Personality Profile). Keywords: videogame research, gamification, F-Model, Organisational Personality Profile (OPP)


2020 ◽  
pp. 23-39
Author(s):  
Gracia Liu-Farrer

This chapter assesses what attracts people to Japan. Using narratives, it explains how Japan is positioned in migrants' imagined cartography of global mobility. First of all, Japan is a land filled with opportunities. Japan provides economic incentives for some, and education opportunities and career alternatives for others. At times it is a way to escape oppressive circumstances in immigrants' home societies. Second, Japan has also been a place imbued with fantasy; Japan attracts those who have genuine cultural interests in the country. Rising from the ruins of war, Japan dazzled the world with its rapid advances in technology and economic power. The economic miracle drew people in to explore Japan's social and cultural practices. Since the 1990s, Japanese anime, manga, and video games have gained worldwide fandom. Thus, for people with cultural interests, Japan is not merely one destination out of many; it is exactly where they want to be.


2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


2022 ◽  
pp. 207-234
Author(s):  
Ifeoluwapo Fashoro ◽  
Sithembile Ncube

The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


2011 ◽  
Vol 1 (2) ◽  
pp. 34-51
Author(s):  
Elizabeth King

Interactive technologies provide today’s youth a low stakes sandbox to collect experiences (Gee, 2004) and try tasks and identities (Gee, 1991) that push the boundaries of “known” and open up the world of possibility. Pairing affordances of video games with the possible selves framework (Markus & Nurius, 1986), research involved using The Sims 2 life-simulation properties to encourage a friendship group of teenage males to create simulations of their hoped for and feared potential selves. While all participants reported increased crystallization (Super, 1981) of characteristics within their hoped for future self, at the conclusion of the intervention most participants still demonstrated an imbalance between feared and hoped potential selves. This suggests the need for additional work in the area of vocational and academic asset exploration, as well as the need to connect the consideration of possible self actualization to believable and realizable action plans.


Author(s):  
Anna Escofet Roig ◽  
Ma José Rubio Hurtado

The scope of this article is to analyze educational multimedia games from a gender perspective. Our society is changing, moving toward information and communication technologies (Castells, 1997). Schools are not exempt of this change and computers in the classroom begin to be common. This new learning tool needs to be critically evaluated by teachers. The gender construction in the world representations offered by educational multimedia should also be evaluated.


2019 ◽  
Vol 178 (10) ◽  
pp. 1567-1576 ◽  
Author(s):  
Dilsad Coknaz ◽  
Ayse Dilsad Mirzeoglu ◽  
Halil Ibrahim Atasoy ◽  
Seval Alkoy ◽  
Hakki Coknaz ◽  
...  

2016 ◽  
Vol 48 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Dominika Chądzyńska ◽  
Dariusz Gotlib

Abstract Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.


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