2014
DOI: 10.1111/lit.12022
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Playing as a mutant in a virtual world: understanding overlapping story worlds in popular culture video games

Abstract: On the basis of interview data with a video game designer, this author team explores the nuances of stories and story worlds in video games as complex multimodal, compositional processes that can be harnessed to our understandings about contemporary literacy learning. How we enter, exit, mediate and transmediate stories across media channels has been naturalised into the ways that we view and understand media texts, yet as literacy scholars interested in the role of media and literacy learning and teaching, do… Show more

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Cited by 6 publications
(5 citation statements)
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References 11 publications
(10 reference statements)
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“…Gee () delineated multiple ways in which people use digital tools and platforms to project their values, desires, and fantasies onto a character. For example, video games offer storyworlds in which players participate through their imagined identities (Rowsell, Pederson, & Trueman, ). Constructing an online identity engages multimodal literacy practices that involve complex reflection and composition.…”
Section: Multimodal Literacies and Imagined Identitiesmentioning
confidence: 99%
“…Gee () delineated multiple ways in which people use digital tools and platforms to project their values, desires, and fantasies onto a character. For example, video games offer storyworlds in which players participate through their imagined identities (Rowsell, Pederson, & Trueman, ). Constructing an online identity engages multimodal literacy practices that involve complex reflection and composition.…”
Section: Multimodal Literacies and Imagined Identitiesmentioning
confidence: 99%
“…These celebrities also appear in TV programs, amusement parks, or merchandising products [42]. An example is the game Call of Duty: Infinite Warfare, where some famous faces appear, among them Kit Harington, Brian Bloom, and David Hasselhoff [55]. It is an increasingly implanted practice that is not exempt from legal conflicts between the right to advertise and the personality rights of these famous people [47].…”
Section: Ramos-gutiérrez Andmentioning
confidence: 99%
“…Some researchers suggest that digital technology is actually changing the nature of writing (Merchant, ; Hicks, ), and that ‘additional’ principles of digital writing need to be recognised beyond those of traditional transcription (Clay, ). Others (Berger and McDougall, ; Rowsell et al, ; Burn, ) see a connection between traditional storytelling and popular narrative media, especially video games. Such connections are evident in the findings of the Story Engine project, where the influence of video games was very prevalent in the writing of some participants.…”
Section: The Research Contextmentioning
confidence: 99%