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Contemporary Research on Intertextuality in Video Games

Book Description

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  6. Preface
    1. ORGANIZATION OF THE BOOK
    2. REFERENCES
  7. Acknowledgment
  8. Section 1: Transmediality/Intermediality
    1. Chapter 1: Arkham Epic
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE ARKHAM VIDEO GAMES AS AN EPIC OF THE BATMAN MEGATEXT
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    2. Chapter 2: The Inescapable Intertextuality of Blade Runner The Video Game
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CHALLENGE OF VIDEO GAME ADAPTATION
      4. CONCLUSION
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
      7. ENDNOTES
    3. Chapter 3: A Different Kind of Monster
      1. ABSTRACT
      2. INTRODUCTION
      3. MONSTROSITY, LIMINALITY, AND GOTHIC INTERTEXTUALITY
      4. CONCLUSION: ALAN WAKE AS A MONSTROUS TEXT
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
      7. ENDNOTES
    4. Chapter 4: Intermediality and Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. INTERDISCIPLINARY ANALYSIS OF SILENT HILL 2
      4. CONCLUSION
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
  9. Section 2: Intertextuality
    1. Chapter 5: Gamers (Don't) Fear the Reaper
      1. ABSTRACT
      2. INTRODUCTION
      3. POPULAR MUSIC IN VIDEO GAMES
      4. THE NETWORK OF “DON’T FEAR THE REAPER”: PLACEMENT AND (RE)CONFIGURATION
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    2. Chapter 6: BioShock and the Ghost of Ayn Rand
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE GHOST IN THE MACHINE
      5. LEARNING FROM VIDEO GAMES
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    3. Chapter 7: Exploring Complex Intertextual Interactions in Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCLUSION
      4. REFERENCES
      5. KEY TERMS AND DEFINITIONS
      6. ENDNOTES
    4. Chapter 8: “You Can't Mess with the Program, Ralph”
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DIGITAL GAMES IN FILM
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    5. Chapter 9: Cultural Transduction and Intertextuality in Video Games
      1. ABSTRACT
      2. INTRODUCTION: THE LOCALIZATION OF VIDEO GAMES
      3. LOCALIZATION AND CULTURAL TRANSDUCTION
      4. CULTURAL LACUNAE AND INTERTEXTUALITY AS BEDFELOWS
      5. VIDEO GAMES AND CULTURAL UNIVERSALS
      6. THREE VIDEO GAMES AND THEIR INTERTEXTUAL STRATEGIES
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    6. Chapter 10: Moving Forward by Looking Back
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: THE STATE OF GAME ART
      4. ESTABLISHING INTERTEXTUALITY BETWEEN GAME ART AND ART HISTORY
      5. USING INTERTEXTUALITY TO BREAK AWAY FROM TECHNOLOGICAL TRENDS
      6. INTERTEXTUALITY AS CORE MECHANICS: PLAYABLE ART HISTORY IN THE ATELIER GAMES PROJECT
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
  10. Section 3: Hypertextuality
    1. Chapter 11: Artifacts of Empire
      1. ABSTRACT
      2. INTRODUCTION
      3. DEFINING GAMES AS ARTIFACTS OF EMPIRE
      4. AN ARCHAEOLOGY OF TOMB RAIDER
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    2. Chapter 12: Weaving Nature Mage
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE CHALLENGES OF GAME ADAPTATION (AND ITS ANALYSIS)
      5. SOLUTIONS AND RECOMMENDATIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
  11. Section 4: Architextuality
    1. Chapter 13: Interprocedurality
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
    2. Chapter 14: Architextuality and Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. ANALYZING TWO ARCHITEXTS: THE HIGH FANTASY AND HORROR GENRES
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
  12. Section 5: Paratextuality
    1. Chapter 15: Paratext
      1. ABSTRACT
      2. INTRODUCTION
      3. HISTORY OF PARATEXT
      4. RE-DEFINITION OF PARATEXT
      5. SUMMARY
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    2. Chapter 16: “Footage Not Representative”
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: PARATEXTUALITY REVISITED AND REVISED
      4. EXPLORING FOUR SAMPLE SITES OF PARATEXTUALITY
      5. CONCLUSION: THE BENEFITS OF REVISED PARATEXTUALITY
      6. ACKNOWLEDGMENT
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
  13. Compilation of References
  14. About the Contributors