Titles in this Collection

  • Playful Materialities. The Stuff That Games Are Made Of 

    Beil, Benjamin; Freyermuth, Gundolf S.; Schmidt, Hanns Christian; Rusch, Raven (2022)
    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as ...
  • Comics and Videogames. From Hybrid Medialities to Transmedia Expansions 

    Rauscher, Andreas; Stein, Daniel; Thon, Jan-Noël (2021)
    This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies ...
  • Invective Gaze – Das digitale Bild und die Kultur der Beschämung 

    Heyne, Elisabeth; Prokic, Tanja (2022)
    Der schaulüsterne Blick: Bilder adressieren affektive Register, fördern somit voyeuristische Tendenzen wie Glotzen, Gaffen und den Drang, sich oder andere im Bild zu exponieren. Digitale Medien ermöglichen direkte Beteiligung ...
  • Fankulturen und Fankommunikation 

    Hauser, Stefan; Meier-Vieracker, Simon (2022)
    In der medien- und kulturanalytischen Linguistik hat sich ein lebendiges Interesse an Fans, Fanpraktiken und Fankulturen entwickelt. Insbesondere in den Sozialen Medien lassen sich die Erlebnis- und Inszenierungsformen von ...
  • Social Media and Social Order 

    Herbert, David; Fisher-Høyrem, Stefan (2021)
    Social Media and Social Order combines a structural analysis of the global impact of social media as contributing to the production of a datafied social order with a series of actor-focused analyses, each examining how ...
  • Precarity in European Film. Depictions and Discourses 

    Cuter, Elisa; Kirsten, Guido; Prenzel, Hanna (2022)
    This volume brings together renowned scholars and early career-researchers in mapping the ways in which European cinema —whether arthouse or mainstream, fictional or documentary, working with traditional or new media— ...
  • Labour in a Single Shot. Critical Perspectives on Antje Ehmann und Harun Farocki's Global Video Project 

    Grundmann, Roy; Schwartz, Peter; Williams, Gregory (2022)
    This collection of essays offers a critical assessment of Labour in a Single Shot, a groundbreaking documentary video workshop. From 2011 to 2014, curator Antje Ehmann and film- and videomaker Harun Farocki produced an art ...
  • Persuasive Gaming in Context 

    De La Hera, Teresa; Hansz, Jeroen; Raessens, Joost; Schouten, Ben (2021)
    The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence ...
  • Narrative Mechanics. Strategies and Meanings in Games and Real Life 

    Suter, Beat; Bauer, René; Kocher, Mela (2021)
    This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in ...
  • Intermedial Studies. An Introduction to Meaning across Media 

    Bruhn, Jørgen; Schirrmacher, Beate (2021)
    Intermedial Studies provides a concise, hands-on introduction to the analysis of a broad array of texts from a variety of media – including literature, film, music, performance, news and videogames, addressing fiction and ...
  • Game Production Studies 

    Sotamaa, Olli; Svelch, Jan (2021)
    Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so ...
  • Anime Studies. Media-Specific Approaches to Neon Genesis Evangelion 

    Santiago Iglesias, José Andrés; Soler-Baena, Ana (2021)
    Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to ...
  • Fahradutopien. Medien, Ästhetiken und Aktivismus 

    Bee, Julia; Bergermann, Ulrike; Keck, Linda; Sander, Sarah; Schwaab, Herbert; Stauff, Markus; Wagner, Franzi (2022)
    Das Fahrrad ist ein Medium sozialer Veränderung. Seine vielfältigen utopischen Potenziale ergeben sich nicht zuletzt aus seinen ebenso vielfältigen und häufig übersehenen medialen Qualitäten: Es vermittelt, es verbindet, ...
  • Embodying Contagion. The Viropolitics of Horror and Desire in Contemporary Discourse 

    Becker, Sandra; de Bruin-Molé, Megen; Polak, Sara (2021)
    From Outbreak to The Walking Dead, apocalyptic narratives of infection, contagion and global pandemic are an inescapable part of twenty-first-century popular culture. Yet these fears and fantasies are too virulent to be ...
  • War in Film. Semiotics and Conflict Related Sign Constructions on the Screen 

    Jacob, Frank (2022)
    The human experience of war is not only remembered by societies through memorials, but also through the depiction of wars and important battles of respective national histories on screen. Very often, the image presented ...
  • Anthologieserie. Systematik und Geschichte eines narrativen Formats 

    Hauptmann, Kilian; Pabst, Philipp; Schallenberg, Felix (2022)
    Black Mirror, Fargo, True Detective und American Horror Story gehören zu den meistdiskutierten Serienproduktionen der letzten zehn Jahre. So unterschiedlich die Serien sind: Sie eint eine Gattungsbezeichnung, die sich als ...
  • Ein Medium namens McLuhan: 37 Befragungen eines Klassikers 

    Bexte, Peter; Leeker, Martina (2020)
    „If you don‘t like my arguments, I‘ve got some more.“ (Marshall McLuhan) Wie aber steht es um den Klassiker der Medienwissenschaften im 21. Jahrhundert? Diese Frage diskutieren 37 zeitgenössische Medienwissenschaftler_innen. ...
  • Autonome Autos. Medien- und kulturwissenschaftliche Perspektiven auf die Zukunft der Mobilität 

    Sprenger, Florian (2021)
    Verkehr ist Kultur. Er bestimmt darüber, was sich wo und auf welchen Wegen befindet, wer aufeinandertrifft und wer nicht – er bildet die Grundlage der Netzwerke, die Menschen und Dinge miteinander eingehen. Mit der ...
  • Japan's Contemporary Media Culture between Local and Global. Content, Practice and Theory 

    Roth, Martin; Yoshida, Hiroshi; Picard, Martin (2021)
  • Paratextualizing Games. Investigations on the Paraphernalia and Peripheries of Play 

    Beil, Benjamin; Freyermuth, Gundolf S.; Schmidt, Hanns Christian (2021)
    Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization ...

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