Search results for "transmedia"
showing 10 items of 57 documents
The light, the dark, and everything else : making sense of young people's digital gaming
2023
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false di…
Introduction
2022
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As we write this introduction in 2021, that is no longer true. Today, more than a thousand studies have been published on esports, including several books and special issues. Moreover, the work is no longer conducted purely in the “game studies” related fields, but across numerous domains from medical and health sciences to economics and sports. Esports is no longer a novel phenomenon, not even for researchers. As both the industry and academia of esports progress—with hundreds of digital (and some analog) game titles being played as “esports”—it is more and more difficult to ad…
Esports fandom in the age of transmedia: the reception of the overwatch league
2021
In our article, we analyse the ways audiences engage with Overwatch esports and construct their fan relationships. We situate our research into several intersecting theoretical frames. To understand how Overwatch esports audiences engage with the esports through different media and media related practices we apply the framework of transmedia studies in our examination. To better understand how meanings related to esports are constructed through these practices we also draw from research on fandom and fan engagement. We reflect these findings on earlier research on sports fandom and esports viewership, enabling us to identify how Overwatch esports communities relate to traditional sports com…
The World Hobbit Project in Finland : Audience responses and transmedial user practices
2016
This article examines audience engagement with The Hobbit fantasy film trilogy as a participatory and transmedial experience. To do so, we use the data collected by The World Hobbit Project in order to investigate the transmedial user practices of the Finnish audience of the trilogy. We will, firstly, look at what kinds of transmedial user practices – and transmedia users – emerge from our data. Secondly, we will ask the following questions: How do transmedia users receive and experience the films? What are the meanings assigned to The Hobbit films and the fantasy texts and user practices related to them, and what do these meanings tell of the broader meanings and uses of fantasy? Doing so,…
Fantasia ja transmedia
2021
Verso una guida transmediale: Turisti per caso
2010
Intermediaalinen kirjallisuus
2022
Teos on ensimmäinen intermediaalista kirjallisuutta ja kirjallista intermediaalisuutta käsittelevä suomenkielinen kokonaisesitys. Kaikenlaiset mediat, myös kirjalliset, limittyvät teknologioiden moninaistumisen myötä yhä tiiviimmin arkeen ja elämään. Laajimmillaan intermediaalisuus viittaa kaikkiin sellaisiin ilmiöihin, joihin tavalla tai toisella liittyy useampi kuin yksi media. Mediaalisuuden painoarvo merkityksen muodostumisessa, taiteessa, kulttuurissa, vallankäytössä ja politiikassa kasvaa alati. Intermediaalisen kirjallisuuden aiheet liikkuvat H. P. Lovecraftista Puluboihin ja Don DeLillosta The League of Extraordinary Gentlemeniin. Myös kirjallista hiljaisuutta, kinekfrastisia novell…
From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea
2022
The claw crane—an arcade game that invites its players to remotely grab a prize with a “claw”—has undergone a long process of development from an eye-catching “steam shovel” to a calculated gambling machine across amusement arcades, train stations, and traveling carnivals. Recently, the claw crane has become a common transmedia object in various consumer outlets around the world, serving today’s “kidults” who are willing to play and be playful with toys as grownups. Especially in South Korea, the claw crane now rewards its players with cutified character plushies, which arguably reflects and resonates with the local sociocultural conventions. In this mixed-methods study, we deconstruct the …
Intermediaalisuus, kirjallisuus, kokeellisuus
2023
The Search for The ‘Authentic’ in the Context of Narrative-Inspired Travel
2018
The article discusses the concept of authenticity in relation to literary travel and other forms of media-induced travel. Focusing on the power of fictional narrative to draw members of the audience to locations associated with a story, the paper aims to find out what exactly visitors are expecting to find when journeying to locations with literary and media associations. An overview of previous research demonstrates how the concept of authenticity has been understood in connection with travel inspired by literature, films and TV productions. An analysis of recent research, focusing on literary and screen-induced travel, demonstrates that perceptions of what is authentic varies between indi…