Contemporary research on intertextuality in video games

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Contemporary research on intertextuality in video games

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Contemporary Research on Intertextuality in Video Games Christophe Duret Université de Sherbrooke, Canada Christian-Marie Pons Université de Sherbrooke, Canada A volume in the Advances in Multimedia and Interactive Technologies (AMIT) Book Series Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E Chocolate Avenue Hershey PA, USA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: cust@igi-global.com Web site: http://www.igi-global.com Copyright © 2016 by IGI Global All rights reserved No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher Product or company names used in this set are for identification purposes only Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark Library of Congress Cataloging-in-Publication Data Names: Duret, Christophe, editor | Pons, Christian-Marie, 1954- editor Title: Contemporary research on intertextuality in video games / Christophe Duret and Christian-Marie Pons, editors Description: Hershey PA : Information Science Reference, [2016] | Includes bibliographical references and index Identifiers: LCCN 2016010965| ISBN 9781522504771 (hardcover) | ISBN 9781522504788 (ebook) Subjects: LCSH: Video games | Intertextuality Classification: LCC GV1469.3 C6464 2016 | DDC 794.8 dc23 LC record available at https://lccn.loc.gov/2016010965 This book is published in the IGI Global book series Advances in Multimedia and Interactive Technologies (AMIT) (ISSN: 2327-929X; eISSN: 2327-9303) British Cataloguing in Publication Data A Cataloguing in Publication record for this book is available from the British Library All work contributed to this book is new, previously-unpublished material The views expressed in this book are those of the authors, but not necessarily of the publisher For electronic access to this publication, please contact: eresources@igi-global.com. Advances in Multimedia and |Interactive Technologies (AMIT) Book Series Joel J.P.C Rodrigues Instituto de Telecomunicações, University of Beira Interior, Portugal ISSN: 2327-929X EISSN: 2327-9303 Mission Traditional forms of media communications are continuously being challenged The emergence of userfriendly web-based applications such as social media and Web 2.0 has expanded into everyday society, providing an interactive structure to media content such as images, audio, video, and text The Advances in Multimedia and Interactive Technologies (AMIT) Book Series investigates the relationship between multimedia technology and the usability of web applications This series aims to highlight evolving research on interactive communication systems, tools, applications, and techniques to provide researchers, practitioners, and students of information technology, communication science, media studies, and many more with a comprehensive examination of these multimedia technology trends Coverage • • • • • • • • • • Audio Signals Digital Watermarking Multimedia Streaming Digital Communications Mobile Learning Web Technologies Social Networking Internet Technologies Multimedia technology Digital Games IGI Global is currently accepting manuscripts for publication within this series To submit a proposal for a volume in this series, please contact our Acquisition Editors at Acquisitions@igi-global.com or visit: http://www.igi-global.com/publish/ The Advances in Multimedia and Interactive Technologies (AMIT) Book Series (ISSN 2327-929X) is published by IGI Global, 701 E Chocolate Avenue, Hershey, PA 17033-1240, USA, www.igi-global.com This series is composed of titles available for purchase individually; each title is edited to be contextually exclusive from any other title within the series For pricing and ordering information please visit http:// www.igi-global.com/book-series/advances-multimedia-interactive-technologies/73683 Postmaster: Send all address changes to above address Copyright © 2016 IGI Global All rights, including translation in other languages reserved by the publisher No part of this series may be reproduced or used in any form or by any means – graphics, electronic, or mechanical, including photocopying, recording, taping, or information and retrieval systems – without written permission from the publisher, except for non commercial, educational use, including classroom teaching purposes The views expressed in this series are those of the authors, but not necessarily of IGI Global Titles in this Series For a list of additional titles in this series, please visit: www.igi-global.com Emerging Perspectives on the Mobile Content Evolution Juan Miguel Aguado (University of Murcia, Spain) Claudio Feijóo (Technical University of Madrid, Spain & Tongji University, China) and Inmaculada J Martínez (University of Murcia, Spain) Information Science Reference • copyright 2016 • 438pp • H/C (ISBN: 9781466688384) • US $210.00 (our price) Emerging Research on Networked Multimedia Communication Systems Dimitris Kanellopoulos (University of Patras, Greece) Information Science Reference • copyright 2016 • 448pp • H/C (ISBN: 9781466688506) • US $200.00 (our price) Emerging Research and Trends in Gamification Harsha Gangadharbatla (University of Colorado Boulder, USA) and Donna Z Davis (University of Oregon, USA) Information Science Reference • copyright 2016 • 455pp • H/C (ISBN: 9781466686519) • US $215.00 (our price) Experimental Multimedia Systems for Interactivity and Strategic Innovation Ioannis Deliyannis (Ionian University, Greece) Petros Kostagiolas (Ionian University, Greece) and Christina Banou (Ionian University, Greece) Information Science Reference • copyright 2016 • 378pp • H/C (ISBN: 9781466686595) • US $195.00 (our price) Design Strategies and Innovations in Multimedia Presentations Shalin Hai-Jew (Kansas State University, USA) Information Science Reference • copyright 2015 • 589pp • H/C (ISBN: 9781466686960) • US $225.00 (our price) Cases on the Societal Effects of Persuasive Games Dana Ruggiero (Bath Spa University, UK) Information Science Reference • copyright 2014 • 345pp • H/C (ISBN: 9781466662063) • US $205.00 (our price) Video Surveillance Techniques and Technologies Vesna Zeljkovic (New York Institute of Technology, Nanjing Campus, China) Information Science Reference • copyright 2014 • 369pp • H/C (ISBN: 9781466648968) • US $215.00 (our price) Techniques and Principles in Three-Dimensional Imaging An Introductory Approach Martin Richardson (De Montfort University, UK) Information Science Reference • copyright 2014 • 324pp • H/C (ISBN: 9781466649323) • US $200.00 (our price) 701 E Chocolate Ave., Hershey, PA 17033 Order online at www.igi-global.com or call 717-533-8845 x100 To place a standing order for titles released in this series, contact: cust@igi-global.com Mon-Fri 8:00 am - 5:00 pm (est) or fax 24 hours a day 717-533-8661 Editorial Advisory Board Inesita Araujo, Oswaldo Cruz Foundation, Brazil Luke Arnott, The University of Western Ontario, Canada Nolan Bazinet, Université de Sherbrooke, Canada Ofer Berenstein, University of Calgary, Canada Kristin M.S Bezio, University of Richmond, USA Aiden Buckland, University of Calgary, Canada Emmanuel Buzay, University of Connecticut, USA Angie Chiang, University of Calgary, Canada Estelle Dalleu, Université de Strasbourg, France Marcelo De Vasconcellos, Oswaldo Cruz Foundation, Brazil Hernán D Espinosa-Medina, Universidad de La Sabana, Colombia Clara Fernandez-Vara, New York University, USA Michael Fuchs, University of Graz, Austria Christian Jimenez, Rider University, USA Yowei Kang, Kainan University, Taiwan Ana Narciso, University of Algarve, Center for Research in Communication Sciences and Arts, Portugal Chris Richardson, Young Harris College, USA Lynn Thomas, Université de Sherbrooke, Canada Christopher Totten, American University, USA Enrique Uribe-Jongbloed, Universidad del Norte, Colombia Kenneth C C Yang, University of Texas at El Paso, USA  Table of Contents Preface xv Acknowledgment xxiv Section Transmediality/Intermediality Chapter Arkham Epic: Batman Video Games as Totalizing Texts Luke Arnott, The University of Western Ontario, Canada Chapter The Inescapable Intertextuality of Blade Runner: The Video Game 22 Clara Fernandez-Vara, New York University, USA Chapter A Different Kind of Monster: Uncanny Media and Alan Wake’s Textual Monstrosity 39 Michael Fuchs, University of Graz, Austria Chapter Intermediality and Video Games: Analysis of Silent Hill 54 Mehdi Debbabi Zourgani, Paris Descartes, France Julien Lalu, UFR SHA Poitiers, France Matthieu Weisser, UFR SHA Poitiers, France Section Intertextuality Chapter Gamers (Don’t) Fear the Reaper: Musical Intertextuality and Interference in Video Games 71 Andréane Morin-Simard, Université de Montréal, Canada Chapter BioShock and the Ghost of Ayn Rand: Universal Learning and Tacit Knowledge in Contemporary Video Games 92 Chris Richardson, Young Harris College, USA Mike Elrod, Young Harris College, USA    Chapter Exploring Complex Intertextual Interactions in Video Games: Connecting Informal and Formal Education for Youth 108 Kathy Sanford, University of Victoria, Canada Timothy Frank Hopper, University of Victoria, Canada Jamie Burren, University of Victoria, Canada Chapter “You Can’t Mess with the Program, Ralph”: Intertextuality of Player-Agency in Filmic Virtual Worlds 129 Theo Plothe, Walsh University, USA Chapter Cultural Transduction and Intertextuality in Video Games: An Analysis of Three International Case Studies 143 Enrique Uribe-Jongbloed, Universidad del Norte, Colombia Hernán David Espinosa-Medina, Universidad de La Sabana, Colombia James Biddle, University of Georgia, USA Chapter 10 Moving Forward by Looking Back: Using Art and Architectural History to Make and Understand Games 162 Christopher Totten, American University, USA Section Hypertextuality Chapter 11 Artifacts of Empire: Orientalism and Inner-Texts in Tomb Raider (2013) 189 Kristin M S Bezio, University of Richmond, USA Chapter 12 Weaving Nature Mage: Collective Intertextuality in the Design of a Book-to-Game Adaptation 209 Claudio Pires Franco, University of Bedfordshire, UK Section Architextuality Chapter 13 Interprocedurality: Procedural Intertextuality in Digital Games 235 Marcelo Simão de Vasconcellos, Oswaldo Cruz Foundation (Fiocruz), Brazil Flávia Garcia de Carvalho, Oswaldo Cruz Foundation (Fiocruz), Brazil Inesita Soares de Araujo, Oswaldo Cruz Foundation (Fiocruz), Brazil  Chapter 14 Architextuality and Video Games: A Semiotic Approach 253 Maria Katsaridou, Aristotle University of Thessaloniki, Greece Mattia Thibault, University of Turin, Italy Section Paratextuality Chapter 15 Paratext: The In-Between of Structure and Play 274 Daniel Dunne, Swinburne University of Technology, Australia Chapter 16 “Footage Not Representative”: Redefining Paratextuality for the Analysis of Official Communication in the Video Game Industry 297 Jan Švelch, Charles University in Prague, Czech Republic Compilation of References 316 About the Contributors 355 Index 360 Detailed Table of Contents Preface xv Acknowledgment xxiv Section Transmediality/Intermediality Chapter Arkham Epic: Batman Video Games as Totalizing Texts Luke Arnott, The University of Western Ontario, Canada This chapter presents a model that explains how the epic is a narrative genre that has become popular across a variety of new media It demonstrates how the Arkham series of Batman video games – Batman: Arkham Asylum (Rocksteady Studios, 2009), Batman: Arkham City (Rocksteady Studios, 2011), Batman: Arkham Origins (Warner Bros Games Montreal, 2013), and Batman: Arkham Knight (Rocksteady Studios, 2015) – is constructed as an epic narrative within the larger Batman media franchise The Arkham series aspires to epic status by eclipsing competing Batman texts or by assimilating those texts into its continuity The series is an example of how video games now influence the evolution and cross-adaptation of derivative and parallel works such as comics, movies, and other paratexts The chapter concludes by observing how games like the Arkham series relate to representation and theories of postmodernism Chapter The Inescapable Intertextuality of Blade Runner: The Video Game 22 Clara Fernandez-Vara, New York University, USA The video game adaptation of Blade Runner (1997) exemplifies the challenges of adapting narrative from traditional media into digital games The key to the process of adaptation is the fictional world, which it borrows both from Philip K Dick’s novel Do Androids Dream of Electric Sheep? (1968) and Ridley Scott’s film Blade Runner (1982) Each of these works provides different access points to the world, creating an intertextual relationship that can be qualified as transmedia storytelling The game utilizes the properties of digital environments in order to create a world that the player can explore and participate in; for this world to have the sort of complexity and richness that gives way to engaging interactions, the game resorts to the film to create a visual representation, and to the themes of the novel Thus the game is inescapably intertextual, since it needs of both source materials in order to make the best of the medium of the video game  Compilation of References Stewart, G (2010) The paratexts of inanimate Alice: Thresholds, genre expectations and status Convergence (London), 16(1), 57–74 doi:10.1177/1354856509347709 Stilwell, R (1995) In the air tonight: Text, intertextuality, and the construction of meaning Popular Music and Society, 19(4), 67–103 doi:10.1080/03007769508591607 Stonehouse, A (2014) User interface design in video games Gamasutra Retrieved July 5, 2015, from http://gamasutra com/blogs/AnthonyStonehouse/20140227/211823/User_interface_design_in_video_games.php?print=1 Stratton, J (1996) The desirable body: Cultural fascination and the erotics of consumption Manchester: Manchester University Press Straubhaar, J D (1991) Beyond media imperialism: Asymmetrical interdependence and cultural proximity.pdf Critical Studies in Mass Communication, 8(1), 39–59 doi:10.1080/15295039109366779 Subrahmanyam, K., Greenfield, P., Kraut, R., & Gross, E (2001) The impact of computer use on children’s and adolescents’ development Journal of Applied Developmental Psychology, 22(1), 7–30 doi:10.1016/S0193-3973(00)00063-0 Suchenski, R (2004, July) Mamoru Oshii Senses of Cinema, (32) Suits, B (1985) The detective story: A case study of games in literature Canadian Review of Comparative Literature, 12(2), 200–219 Suleiman, S R (1983) Le roman thèse ou l’autorité fictive Paris, France: PUF Superannuation (2014) How much does it cost to make a big video game? 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(2007) Ayn Rand’s Atlas Shrugged: A philosophical and literary companion Burlington, VT: Ashgate Publishing, Ltd Zackariasson, P., Styhre, A., & Wilson, T L (2006) Phronesis and creativity: Knowledge work in video game development Creativity and Innovation Management, 15(4), 419–429 Zehnder, S M., & Lipscomb, S D (2006) The role of music in video games In P Vorderer & J Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp 241–258) Mahwah, NJ: Lawrence Erlbaum Associates Zemeckis, R (2000) Cast away Action, 20th Century Fox Zipper Interactive [PC] (2000) Crimson skies Microsoft Game Studios Zombieland (2009) Dir Ruben Fleischer, Prod Columbia Pictures, Relativity Media, Pariah USA 354 355 About the Contributors Christophe Duret is a PhD candidate in French studies at the Université de Sherbrooke (Quebec, Canada) His research focuses on online role-playing games, using a sociocritical approach He is the founder and editor of the Éditions de l’Inframince Christian-Marie Pons is a Full Professor in the Département des lettres et communications at the Université de Sherbrooke (Quebec, Canada) His teaching and research deal with the emergence of modern communications (XIXth century) and the current deployment of new digital technologies, focusing more specifically on the visual and narrative dimensions of media culture *** Luke Arnott (MA, Comparative Literature; PhD, Media Studies) is an Assistant Professor in the Faculty of Information and Media Studies at the University of Western Ontario He teaches courses on representation, popular culture, and video games in FIMS’s Media, Information, and Technoculture program Dr Arnott’s current research is focused on genre theory and the epic, specifically its manifestation in new narrative contexts in media such as video games and comic books; he has also published widely on the relation of space to narrative form in such games as Braid and Metroid, and in comics such as Sin City Kristin M.S Bezio is an Assistant Professor of Leadership Studies at the Jepson School of Leadership Studies at the University of Richmond in Virginia She is the resident contributing games editor for The Learned Fangirl: A Critical Take on Online Culture and Social Media and has written opinion pieces on violence in games and GamerGate for a variety of news outlets, including the Christian Science Monitor and Seattle Times Recent academic gaming publications include “Playing (with) the Villain: Critical Play and the Joker-as-Guide in Batman: Arkham Asylum (VG 2009)” in The Joker: A Serious Study of the Clown Prince of Crime, “Maker’s Breath: Religion, Spirituality, and the Godless World of Dragon Age II” in Online: Heidelberg Journal of Religions on the Internet, and “Friends & Rivals: Loyalty, Ethics, and Leadership in Dragon Age II” in Identity and Leadership in Virtual Communities: Establishing Credibility and Influence Her work explores the intersection of popular media – games, film, television, theater, and literature – and questions of leadership and citizenship in both the early modern and contemporary eras  About the Contributors James Biddle is Senior Lecturer at the Grady College of Journalism and Mass Communication at UGA His teaching focuses on post-production, audio design and visual storytelling He is also a certified instructor of Avid Media Composer, Final Cut Pro Ten (X), and Adobe Premiere Jamie Burren is a recent graduate of the University of Victoria’s teacher education program Currently he is employed by the Greater Victoria School District as a middle and secondary level English Language Arts Teacher He has for the past year been working towards my Masters Degree in the Department of Curriculum and Instruction The current focus of his research is on youth, video games, and literacy Daniel Dunne is currently a PhD Candidate at the Swinburne University of Technology His work focuses mainly upon the combination of both narrative and ludological elements to create a sense of story and place Previously Daniel has presented on the intersection of narrative, including paratext, multimodality and ergodic literature Mike Elrod is a Library Instructor M.A Media Studies/Design at The New School B.A Theology from Mercer University Gender Studies Minor Hernán David Espinosa-Medina has a B.A in music with emphasis in audio and production from Universidad de Los Andes, in Bogotá, Colombia, and an M.A on Screenwriting and Audiovisual Development at Los Andes University, Santiago de Chile He has taught courses and developed research on sound design, editing, and recording, multimedia product development, screenwriting, transmedia storytelling and cultural and audiovisual and market flows Currently he is an assistant professor at the Faculty of Communication, Universidad de La Sabana in Chía, Colombia Clara Fernández-Vara is a game scholar, designer and writer She is an Associate Arts Professor at the NYU Game Center Her area of expertise is narrative in games and how it can integrate with game design, focusing on adventure games She is particularly interested in applying methods from textual analysis and performance studies to the study of video games and transmedia artifacts Clara’s videogame work is grounded in the humanities, informed by her background in literature, film and theatre Before joining the NYU Game Center, Clara was a a researcher and game developer at the Massachusetts Institute of Technology (MIT) She holds a Ph.D in Digital Media from the Georgia Institute of Technology and a Masters in Comparative Media Studies from MIT Clara has presented her work at various international academic and industry conferences, such as DiGRA (Digital Games Research Association), and Foundations of Digital Games and the Game Developer’s Conference (GDC) She has worked both in games for research as well as in the commercial sphere Her first book, Introduction to Game Analysis, has been published by Routledge Claudio Pires Franco is a digital media research professional who works with game developers, media and creative businesses and the public sector by using research to inform the development of digital products and services Claudio is also finishing a practice-based study towards a Professional Doctorate, which contributes to the UNESCO Chair project Crossing Media Boundaries: New Media Forms of the Book, led by Professor Alexis Weedon at the University of Bedfordshire Claudio researches 356 About the Contributors digital storytelling in its various shapes, cross-media adaptation, intertextuality, and audience research and participation His focus is currently on studying the digital book landscape, and the relationships of games with wider media ecosystems Michael Fuchs was awarded a doctorate degree in American Studies from the University of Graz in the spring of 2012 Michael has co-edited three books (most recently ConFiguring America: Iconic Figures, Visuality, and the American Identity, 2013) and written more than a dozen journal articles and book chapters on adult and horror cinema, American television, and video games Currently, he is working on three monograph projects on different topics related to horror cinema and in the early stages of co-editing three books, one on video games & intermediality, one on American urban spaces, and one on cityscapes in science fiction & fantasy Flávia Garcia de Carvalho was hired as a scientific and artistic illustrator by Oswaldo Cruz Foundation (FIOCRUZ) in 2008 Since 2014 she participates in the research groups “Games and Health” and “Communication and Health” from Brazilian National Council for Scientific and Technological Development (CNPq) She writes and teaches on themes of game studies, game analysis, game culture, graphic design and presentation techniques In 2016, she received her MS in Sciences from the Institute of Scientific and Technological Communication and Information in Health (ICICT) from Oswaldo Cruz Foundation, researching the meanings of health in digital games Her research interests are Game Studies, Discourse Analysis and Public Health Timothy Frank Hopper is an associate professor in the School of EPHE, Faculty of Education He received his Masters and PhD from the University of Alberta Dr Hopper’s scholarly work focuses on teacher education in physical education His research explores the use of complexity thinking as a theoretical frame He is currently involved in two externally funded research grants with Dr Kathy Sanford, (1) Electronic-portfolio development in three professional programs, and (2) Youth Civic Engagement: Real Life Learning through Virtual Games Environments Maria Katsaridou is a Ph.D candidate at the Aristotle University of Thessaloniki, Greece Her fields of study include semiotics, narratology, adaptation theory, animation theory, film and video games She has participated in various international conferences and has published many articles in academic journals She has also worked for production companies in the fields of screenwriting and animation Julien Lalu, History PhD Student, CRIHAM In charge of the course “History of the European construction” (University of Poitiers) and president of the A-Kira association Andréane Morin-Simard is a doctoral student in film studies at Université de Montréal Her research focuses on the interaction between popular music and audio-visual media and the effects of intertextuality and interference on the cinematic, televisual and video gaming experience She has been involved in various research projects on videogame genres within the research team LUDOV (formerly Ludiciné) from Université de Montréal She is also on the editorial board of the online academic journal Kinephanos, which addresses issues related to popular media 357 About the Contributors Theo Plothe is Assistant Professor of Communication at Walsh University His research investigates the impact of digital media and technologies on communication and culture Chris Richardson’s research explores representations of crime in contemporary popular culture He holds a Ph.D in media studies from Western University, a master of arts in interdisciplinary studies of popular culture from Brock University, and a bachelor of journalism from Ryerson University Dr Richardson’s work focuses on how media professionals can improve the impact and accuracy of crime coverage by reassessing how they choose sources, establish metaphorical language and reproduce popular crime narratives He is an executive member of the Popular Culture Association of Canada, a faculty advisor for Lambda Pi Eta, The National Communication Association’s undergraduate honors society and the founder and supervisor of the YHC Media Studies Research Collective His research has appeared in journals such as Popular Music and Society, The Canadian Journal of Criminology and Criminal Justice, and The British Journal of Canadian Studies In 2012, he published Habitus of the Hood with Dr Hans Skott-Myhre, interrogating intersections of street culture and popular media Kathy Sanford is a Professor in the Faculty of Education at the University of Victoria Her research interests include teacher education, nonformal and informal adult education, ePortfolios as alternative forms of learning/assessment, gender pedagogy, and multiliteracies She is currently working on research focused on learning in professional programs, video games and youth civic engagement, museum/library education, and E-Portfolios development in three professional programs Marcelo Simão de Vasconcellos is a graphic designer and Communications researcher at Oswaldo Cruz Foundation, the oldest and most important public health institution in Brazil He holds a PhD in Sciences from the Institute of Scientific and Technological Communication and Information in Health (ICICT) from Oswaldo Cruz Foundation, focusing on the potential of online games for public health communication in Brazil He is publications chair of the Brazilian Symposium of Games and Digital Entertainment (SBGAMES) and one of the leaders of the research group “Games and Health” from Brazilian National Council for Scientific and Technological Development (CNPq) He also teaches game design disciplines and coordinates a game design team aiming to develop games for health communication His main research interests are Game Studies, social participation, game design and collective health Inesita Soares de Araujo is a senior researcher at Oswaldo Cruz Foundation, working in the Laboratory of Communication and Health (LACES / ICICT), researching Communications and Public Policy She holds a PhD in Communication and Culture from the Federal University of Rio de Janeiro (UFRJ) and a postdoctoral at the University of Coimbra She implemented and coordinated the Specialization Course in Communication and Health (2003-2008) and the Graduate Program in Information and Communication in Health (2009- 2012) at Oswaldo Cruz Foundation, where she currently teaches and advises PhD students She also leads the research groups “Games and Health” and “Communication and Health” from Brazilian National Council for Scientific and Technological Development (CNPq) and coordinates the working group “Comunicación y Salud” from Associación Latinoamericana de Investigadores de la Comunicación (ALAIC) She has two published books: “The reconversion of looking: discursive practices and production of meanings” and “Communication and Health” 358 About the Contributors Jan Švelch is a Ph.D candidate at the Institute of Communication Studies and Journalism at Charles University in Prague He received his B.A and M.A in Journalism and Media Studies, respectively His research focuses on video game paratextuality, glitches, fan communities and fan cultures His thesis explores the reception of paratextuality in the textual systems of analog and digital games Besides research, he works as a freelance journalist covering video games for various Czech magazines Mattia Thibault is a Ph.D Candidate in Semiotics at Turin University, in Italy He is part of CIRCe (the Interdepartmental Centre for Research on Communication) and is enrolled in the SEMKNOW program - the first pan-European doctoral program in Semiotics For this reason he also spent a semester at Tartu University, in Estonia, in 2014 His main interests are play, games, gamification/ludification, toys, playful behaviours on the Internet and Internet memes He graduated with an MA thesis on intertextual connections between games and literature in the High Fantasy Genre He has presented his works during conferences in six different countries and he has published several articles in international academic journals He is currently editing a book due in 2016 on Urban Gamification He also has been head or member of the organising committee of several national and international conferences on games, raising the necessary funds for one of them He designed a few board and card games and has a blog: #Semionerd Chris Totten, American University Game Artist in residence, is an independent game developer and founder of Pie For Breakfast Studios He is also the chair of the Washington DC chapter of the International Game Developers Association Totten has had articles featured in IGDA Perspectives, GameCareerGuide, and Gamasutra and has written two books on game design: Game Character Creation in Blender and Unity (Wiley 2012) and An Architectural Approach to Level Design (CRC, 2014.) He has also spoken at GDC China, Dakota State University’s Workshop on Integrated Design in Games, East Coast Game Conference, Digital Games Research Association (DiGRA) conference, Foundations of Digital Games (FDG), and Games For Change He has a Masters Degree in Architecture from The Catholic University of America in Washington, DC Enrique Uribe-Jongbloed holds a B.A in Film and Television production from Universidad Nacional de Colombia, an M.A in World Heritage studies from BTU Cottbus and a Ph.D in Theater, Film and TV studies from Aberystwyth University He is currently assistant professor at the Department of Social Communication at Universidad del Norte in Barranquilla, Colombia He was formerly an associate professor at the Faculty of Communication, Universidad de La Sabana His research focuses on Cultural Transduction in audiovisual products, including localization, adaptation and translation Matthieu Weisser is a Musicology PhD Student, CRIHAM and vice-president of the A-Kira association Mehdi Debbabi Zourgani, Paris Descartes (mzourgani@gmail.com) Professor/Tutor in psychology Also in charge of the course “Videogames and Culture, videogames and culture” for the third grade students at Eurasiam (http://www.eurasiam.com/) Interdisciplinary course is based on various fields (from Roland Barthes, Frans Mayra, to Ian Bogost) Same goes for the invited speakers and their specialty (arts, litterature, game design, psychology, etc.) 359 360 Index A AAA Game 164, 167, 169, 186 Abstract Relation 90 Academic Art 168, 186 Actantial Model 270 ADAM 11, 93-94, 101-102, 106, 243-246 Adaptation 6-7, 22-23, 28-29, 35, 38, 111, 115, 144145, 153, 209-210, 212-214, 216, 218, 220-222, 228-229, 233, 279, 299 Affordances 4, 25, 32, 49, 210, 227-228, 233, 247, 301, 309 Agency 40, 42-44, 130-132, 137-139, 142, 164, 197, 240, 280, 305 Alan Wake 39-49, 60 Alexander R Galloway 58, 297, 300, 308 Archaeology 189, 193-197, 201 Architext 255, 257-258, 260-261, 263, 265-266, 270, 299 Arts and Crafts Movement 166, 171 Avatar 10, 12, 42-43, 62-63, 65-67, 132, 137-138, 142, 191, 206, 236, 244-246, 251-252 Ayn Rand 92-94, 96, 106, 123 B Big Daddy 106 Blue Öyster Cult 71-72, 75, 83 C CD-ROM 29 CGI 304, 313 Chora 190, 206 Code 45, 129-130, 135-136, 138, 255, 262-263, 271, 287, 289, 301 Cognitive Map 11-12, 14, 20 Cognitive Mapping 11-12, 20 Collective Intertextuality 209-210, 221, 227, 232 Colonial 190, 194-195, 198-199, 201-203 Comics 1-2, 6, 8-10, 12, 20, 24, 38, 151, 176-177, 187, 235, 254, 258, 261, 279 Complex Learning Systems 128 Complexity Theory 109-111 Complexity Thinking 111, 120, 125, 128 Concrete Relation 74, 77, 90 Consalvo 4, 112, 144, 239, 274-275, 278-281, 297299, 307, 309 Constructivism 174 Co-Presence (About Intermedial Analysis) 69 Cosmos 4-5, 11, 20 Creative Appropriation 148, 157, 161 Cross-media 209-210, 214, 220, 228, 230, 233, 295, 308 Cross-Media Adaptation 209-210, 220, 228, 233 Cultural Lacuna 146, 161 Cultural Proximity 145-146, 157, 161 Cultural Transduction 143-144, 149-150, 156-157, 161 Cultural Transparency 161 Cutscenes 31, 43-44, 58, 61-63, 66, 79-81, 84, 86, 284 Cyberpunk 243-244, 251 D Derridean Play 191, 206 Deus Ex: Human Revolution 235-236, 239, 242-244 Diegesis 52, 275-276, 284, 300 Digital Games 22, 129-139, 142, 163, 165, 167, 174, 235-245, 248, 251-252, 258 Digital Media 3, 23, 29, 38, 209, 298 Digital Painting 164, 170, 186 Disembedded Genre 3, 20 Dungeons and Dragons 258 E Education 97-98, 108, 124, 167, 174, 186, 191, 197 Edward Said 189, 206 El Chavo Kart 144, 153, 157 Index El Lissitzky 174, 178-179 Embedded Narrative 45, 62, 69 Emergence 54, 62, 69, 111, 128, 230, 248, 297 Emergence (About Intermedial Analysis) 69 Emotions 26, 55, 58-59, 61-62, 67, 79-80, 84, 87, 173, 212, 214, 217, 224 Endocolonization 150, 156-157, 161 Ephemerality 298, 306-307, 309 Epitext 274-282, 295, 300 Epos 4-5, 7-8, 14-15, 20 Essence 62, 76, 97, 99, 111, 168, 193-194, 197, 214, 224-225, 227, 237 Ethics 96-97, 113, 220-221, 243 Ethos 4-5, 9-11, 15, 20, 189, 192, 307-308 EVE 94, 101, 106 Exocolonization 157, 161 Extradiegetic 43, 52, 63 F Fantasy Genre 211, 216, 221, 225, 227, 253, 256, 258-260, 265 Fear 43-44, 60-61, 63-64, 71-76, 79-87, 264 Fictional World 22-29, 32, 34, 38, 52, 212, 278, 308 Film 2, 4, 6-10, 15, 22-36, 38, 40, 43-45, 72-74, 76-77, 80, 87, 109-110, 115, 129-135, 137-139, 145, 150, 152, 163, 175, 213-214, 218, 228, 238, 261-264, 279, 297, 302, 313 Film Studies 73, 80, 279 First Person Shooter (FPS) 72-73, 76, 83, 93, 98, 102, 106, 136, 242-245, 248, 251, 254 French Academy Art 168 G Game Analysis 167, 177, 255, 279, 292 Game art 162-163, 165-167, 169-175, 178, 180, 187 Game Engine 174, 187, 213, 304 Game Mechanics 35, 58, 62, 64, 66, 115, 117, 120, 129, 162-163, 175, 177, 187, 225-227, 239-240, 245, 248, 257 Game Studies 28, 31, 175, 236, 239, 255-256, 274-275, 279, 281, 293, 297-300, 302, 304, 308 Gameplay 7, 9-10, 35, 40, 42-43, 62, 66-67, 72-73, 76, 79-81, 83-84, 86-87, 94, 106, 110, 112-113, 117-118, 120-121, 132, 134, 151-152, 154-157, 164, 169, 172-173, 176-178, 180, 189-192, 195, 199-200, 206-207, 224-225, 242-243, 252, 254, 263, 274, 280-282, 284, 286, 288, 291-292, 298, 302-305, 308, 313 Gamescape 195, 199, 206 Gender 62, 66, 173, 197, 300, 302 Genre 1-4, 12, 15, 20-21, 24-27, 29, 31, 40, 42, 60, 63, 66, 73, 76, 80-81, 90, 110-111, 113, 115, 117-118, 120, 131, 147, 150-151, 153-154, 156-157, 168, 170, 172-173, 195, 209-211, 213, 216, 219, 221, 225, 227-230, 237-238, 246, 251-266, 299, 301 Gérard Genette 29, 52, 147, 167, 253-254, 270, 274282, 284, 286, 289, 293, 295, 297-301, 308-309 Greimas 256-257, 270 H Honne 62, 66, 69 Horror 39-45, 54-55, 59-60, 64-67, 75-76, 80, 94, 102, 211, 213, 216, 221, 239, 253, 256-257, 259, 261-265 Hypercomic 175, 187 Hypodiegetic 42, 52 I Ian Bogost 190 Idealism 168-169, 171, 187 Ignorant Schoolmaster 96-97, 106 Ijime 59, 69 Imperial 189-195, 197-199, 201-203, 207 Imperialism 189-190, 192-193, 195-197, 199-201, 203, 206 Indie Games 165-167, 170-171, 177, 187 Infographic 305-306 Inner-text 200, 206 Intellectual Emancipation 93, 97, 106 Interferential Network 77, 83-85, 90 Intermediality 43, 54-56, 58, 60-62, 66-69, 228, 233, 253 Intersections 33, 38, 71-76, 87, 90, 100, 239 Intertext 74, 76-77, 90, 198, 206, 299 Intertextual 6, 22, 24-26, 28, 30, 34, 40-41, 73, 75-78, 81-82, 85-87, 92-93, 96-97, 99, 101-103, 108-118, 120-121, 123-125, 128, 130-132, 138, 144-145, 147-152, 154, 156-157, 161, 182, 189-190, 193198, 201, 209-210, 220-221, 227-230, 236, 239, 254-255, 257, 270, 275, 304, 308-309 Intertextual Literacies 108, 120, 128 Intertextual Pleasure 149-150, 152, 156-157, 161 Intertextuality 2, 4, 6, 22-24, 27-29, 33, 35-36, 38, 40, 42, 49, 54-55, 71-74, 77, 90, 96, 108-114, 116, 121, 124-125, 129-133, 143, 145-150, 152-154, 361 Index 156-157, 162-163, 166-167, 172, 175, 177, 180, 182, 193-194, 199, 209-210, 220-221, 227-230, 232-233, 235-239, 241-244, 247, 253-254, 297299, 303, 308-309 Intrinsic Case Study 114, 128 J Jacques Derrida 206 Jacques Rancière 92, 96 Jara 275, 280-281, 297, 299, 302 Julia Kristeva 23, 190, 206-207, 237, 298 K Ken Levine 92-93 Kingdom Rush 144, 151, 157 Konami 54-55, 136, 261, 263 L Language Arts 108-109, 113, 121, 124 Lara Croft 61, 189, 191, 196-197, 199-200, 202-203 Learning 92-93, 96-103, 108-109, 111, 113, 120-121, 124-125, 128, 170, 173, 225, 239 Level 3-5, 10, 21, 24, 28, 35, 43, 46, 52, 59, 64-65, 76, 78, 80-81, 96, 100-101, 110-111, 117, 122, 133, 151-152, 167, 175-178, 197, 203, 209-210, 224-226, 240, 242-243, 247, 251, 256, 276 Licensed Music 87 Literary Devices 124, 128 Little Sisters 93-94, 99-100, 106 Localization 143-146, 156-157, 161 Lotman 256-257 Lunenfeld 274-275, 278-281, 297-298 Lusory Play 206 M Manga 59, 61 Matrix 15, 24-25, 130, 133-135, 137, 139, 228 Mechanics 32, 35, 62, 66, 76, 80, 94, 113, 115, 117, 120, 129, 136, 162-163, 171, 173, 175, 177-180, 189-192, 195, 206-207, 213, 226-227, 235-237, 239-248, 256-257, 275, 280, 284, 287 Media Repertoire 221, 233 Media Studies 73, 274, 279 Megatext 6-7, 11, 15-16, 20 Metalepsis 52 Metatextual 40, 52, 278 Michael Polanyi 99 362 Monstrosity 39-40, 42, 48-49 Multimodality 131, 220, 298 Multiplayer 15, 101, 178, 218-219, 254, 305, 307, 313 Musical Allusion 81, 90 Musical Communication 78-79, 86 Musical Interference 80, 90 Mythos 4, 6, 8-10, 15, 20, 24 N Network 26, 41, 71, 73, 77, 81-87, 90, 110, 121, 134, 237-239, 242, 244 Non-Digital Game Art 187 O Objectivism 94, 96-98, 100-102, 106-107, 123 Official Website 306-307 Officiousness 276-279, 282-283, 291, 295 Orientalism 189, 193-194, 199-200, 206 P Paidia 191, 207 Painful Architecture 63-64, 69 Paratext 274-293, 295, 297-301, 309 Parodic Allusion 148, 161 Participatory Pedagogy 124, 128 Patch 297-299, 301-302, 307-309, 313 Patch Notes 297-299, 301-302, 307-309 Peritext 274-282, 286, 292, 295, 300 Philip Tagg 78, 81 Pixel Art 166, 170-171, 173, 187 Play 7, 10, 23, 31, 60, 65, 67, 72, 75, 79, 81, 84-85, 101-102, 108-112, 115-116, 119, 122-125, 129133, 135, 137-138, 151, 153, 155, 164, 175, 178, 191-194, 206-207, 211, 214, 220, 225, 241, 243, 245, 247, 254-255, 258, 260, 274, 284, 287-288, 291-292, 300-301, 307-308 Player Agency 42-43, 130-132, 138, 142, 305 Player Agent 137-138, 142 Player Control 129 Popular Song 73-74, 76, 87, 90 Postmodernism 1, 11, 20, 48, 130 Pre-Genre 3, 21 Procedural 25, 29, 31, 35, 38, 189-193, 195, 198-199, 203, 207, 235-236, 240-242, 248 Procedural Adaptation 29 Procedural Rhetoric 190, 193, 207, 235-236, 240-241 Procedurality 35, 199, 240 Index Q T Quotation 47, 74, 90, 110, 193-194 Tacit Knowledge 92-93, 99-102, 107 Television 2, 9, 22, 24, 26, 38, 42, 46-47, 71-73, 75-76, 81, 86, 90, 109, 112, 131, 134, 145, 151-153, 167, 198, 212, 239, 244, 271, 279, 295 Temporality 276-278, 282, 295 Textualisation 221, 233 Thematic Roles 256, 258-261, 264-266, 271 Third Person Shooter 252 Tolkien 24, 152, 221, 258-260 Trailer 116, 299, 302-304, 313 Transfer (About Intermedial Analysis) 69 Transmedia (or Transmedia Storytelling) 6, 9, 16, 22-25, 28-29, 33, 36, 38, 46-47, 239, 253-254, 257-258, 270-271, 279, 295, 297, 300-301, 308 Transtextuality 253, 275, 298-299 Tron 130, 132-134, 136-137, 139 R Rapture 14, 93-96, 98, 101, 106-107 Real Time Strategy 242, 252 Realism 172-173, 254 Remediation 2, 6, 43-44, 212, 218-219, 233 Representativity 298, 302-304, 309, 313 Resident Evil 31, 60, 64, 261-263 Roguelike 242, 248, 252 Role-playing Game 117-118, 133, 156, 189, 195, 218, 227, 236, 242-247, 254, 258-259 Rules 24-25, 29, 35-36, 38, 62, 65, 110-112, 131-132, 136, 167, 190-191, 196, 206-207, 213, 222, 225, 235-237, 239, 242-243, 245-248, 254-255, 259, 301, 305 S Saussure 23-24, 237, 256 School Curriculum 109 Sébastien Babeux 74, 77, 81, 85 Selfishness 95, 106 Semiosphere 257, 265-266, 270 Semiotics 24, 55, 189, 193, 203, 207, 237, 253, 255257, 270-271 Shooter 72-73, 76, 83, 93, 98, 106, 119, 195, 242-243, 251-252, 254, 305, 307, 313 Silent Hill 54-56, 59, 61-67 Situated Genre 3, 21 Soundtrack 23, 73-75, 80, 84, 86-87, 90, 93 South Park: The Stick of Truth 144, 155, 157 Spatiality 25, 276-278, 281-283, 295 Splicers 94, 107 Storytelling 2, 6, 9, 22-25, 28-29, 33, 36, 38, 44, 80, 102, 131, 213, 219, 227, 253-254, 256, 270-271, 297, 300-301, 308 Storyworld 7, 52, 213, 219, 233, 263, 270-271 Suprematism 179 Survival Horror 54-55, 59-60, 64-66, 261-263 Symbol 25, 34, 49, 303 Symbolic Order 189-190, 192, 194, 206-207 U Uncanny 39-41, 43-44, 46-48, 52 Understanding 2, 5, 12, 27-28, 55, 75-76, 93, 97-99, 107, 110, 112-116, 118-119, 121-123, 125, 144, 149-150, 163-164, 175, 182, 189, 194, 207, 235236, 240, 248, 276, 291 V Video Game Narrative 62, 69 W Walkthrough 35, 76, 252 Warcraft 101, 109-110, 196, 212-213, 218, 227, 258261, 265 Weaving (of a Text) 209-210, 214, 220, 227-230, 233 Wolf 24, 110, 130, 221, 254, 280-281, 297, 300 Wreck-it Ralph 130, 133, 135-136, 139 Z Zombie Apocalypse 261-264, 266 363 ... learning to become more prominent in video games, while also acknowledging the inherent limitations of the medium Chapter Exploring Complex Intertextual Interactions in Video Games: Connecting Informal... forming connections to other media without receiving explanations from within the game xvii Preface Chapter In Exploring Complex Intertextual Interactions in Video Games: Connecting Informal... Library of Congress Cataloging -in- Publication Data Names: Duret, Christophe, editor | Pons, Christian-Marie, 1954- editor Title: Contemporary research on intertextuality in video games / Christophe

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  • Cover

  • Title Page

  • Copyright Page

  • Book Series

  • Editorial Advisory Board and List of Reviewers

  • Table of Contents

  • Detailed Table of Contents

  • Preface

  • Acknowledgment

  • Section 1: Transmediality/Intermediality

    • Chapter 1: Arkham Epic

    • Chapter 2: The Inescapable Intertextuality of Blade Runner: The Video Game

    • Chapter 3: A Different Kind of Monster

    • Chapter 4: Intermediality and Video Games

    • Section 2: Intertextuality

      • Chapter 5: Gamers (Don't) Fear the Reaper

      • Chapter 6: BioShock and the Ghost of Ayn Rand

      • Chapter 7: Exploring Complex Intertextual Interactions in Video Games

      • Chapter 8: “You Can't Mess with the Program, Ralph”

      • Chapter 9: Cultural Transduction and Intertextuality in Video Games

      • Chapter 10: Moving Forward by Looking Back

      • Section 3: Hypertextuality

        • Chapter 11: Artifacts of Empire

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