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Omvänd remediering – Från FPS till traditionell litteratur : En adaptionsstudie av Bioshocks gen(us)modifierade berättelsevärld / Reversed remediation – From FPS to traditional literature : An adaptation study of the genetically/gender modified story world of BioshockHollström, Hampus January 2021 (has links)
Denna uppsats utgör en jämförande studie primärt inom fältet för traditionell litteraturvetenskap, adaption, remediering och transmedialitet, med ett innehållsligt genusperspektiv. Det undersökta materialet utgörs av två verk, tv-spelet Bioshock samt romanen som är baserad på spelet och är en prequel till det, Bioshock: Rapture. Det rör sig därmed om en form av adaption av berättelsevärlden, snarare än den mer konventionella adaptionen. Gestaltningar och representationer utifrån ett genusperspektiv analyseras utifrån hur de transmedieras mellan två tämligen olika medieformer. De utförda analyserna tyder på att genus, som det förstås i uppsatsen, representeras stereotypiskt för att därigenom rikta kritik gentemot detta, samt att de stereotypa skildringarna i viss mån förstärks i den transmediala processen i romanadaptionen. / This essay constitutes a comprehensive study within the field of traditional literary studies,adaptation studies, remediation, transmediality, whereas the content is analyzed through gender theory. The material examined consists of two sources, the videogame Bioshock, and the novel based upon the game, the prequel Bioshock: Rapture. The adaptation can be considered as an adaptation of the story world, rather than the conventional form of adaptations. Manifestations and representations of gender is being analyzed based on how they are being transmediated between two rather different types of media. The analyses conducted indicates that gender, as understood within the essay, is being represented rather stereotypically to thereby direct criticism against it. This kind of representations is also being emphasized in the transmedial process of the novel adaptation.
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Lev med SKAM : En kvalitativ studie om hur transmedialitet kan minimera gränsen mellan fiktion och verklighetEkman, Nathalie January 2017 (has links)
SKAM (”Shame”) is a Norwegian WebTV-series which portrays several youths during their time in high school. Each season addresses a new main character whom treats or is subjected to the feeling of shame. The WebTV-series is unique in its way of not being shown on the traditional television. Instead the series is shown on the digital play-service NRK and SKAM’s own blog. SKAM is transmedia in its way of using social platforms to expand and give new perspectives and stories to the fictional world. For example, the characters obtain authentic Instagram profiles where the viewers can to comment, like or follow the characters. The aim of this study was thus to explore what kind of relationship between fans establish with the fictional characters of SKAM when using transmedia storytelling and why they interact with the phenomenon’s social platforms. The paper also examines in which way SKAM is using transmedia storytelling. The paper is restricted to the platform Instagram and an audience segment called “fans”. This due to the time restriction for the paper to dictated as well as “fans” being the most exploited to extend a fictional world in form of social and cultural activities. The scientific questions attempt to be answered by interviewing a focus group along with carrying out a semiotic image analysis. The results showed that the way SKAM was using the transmedia storytelling in a realistic manner which created a similar form of hyperreality in which parasocial relationship and emotional realism could be formed. This due to Instagram being already an integrated platform in the fans lifestyles. The integrated platform along with the similar hyperreality allows the fans to interact or have the illusion to interact with the characters in a manner which portrays them as social friends. Creating a social bond from the fans to the characters. The characters Instagram profiles portrays in a realistic manner with text and pictures. Their problems, emotions and lifestyle creates a solid connotation to the audience. Making the fans laugh, cry and feel with the characters and wanting to engage in their life. The transmedia storytelling lets the fans engage with the character and letting new perspective of their realistic lives being portrayed. Creating parasocial and emotional realism.
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Portals drömvärld : en transmedial studie av det psykologiska rummetJonsson, Zakarias January 2015 (has links)
The field of video game studies has through later years shown a growing interest in game's spatialfeatures, along with their narrative implications. By introducing earlier findings of spatialmanifestations of dreams and psychological content in narrative works, with regards to their medialrepresentation into this discussion, I hope to conjoin video game research (better known asludology) with a line of psychoanalytic inquiry, which hitherto seems to have been left unexploredwithin media research. While establishing a viewpoint through the interdisciplinary field of media research andpsychoanalysis, my intention is to broach a discussion on the possibilities of expanding itsviewpoints and theoretical frameworks unto the video game medium. In the present thesis I will forthis purpose center the discussion on the dreamlike Portal games, developed by Valve Corporation,which manages to enact a psychologically interesting narrative content largely through its spatialfeatures, as well as their game mechanics. The psychoanalytic approach I intend to adopt for this study will, apart from taking mediaspecifications into account, also necessarily, following Gilles Deleuzes and Félix Guattaris focus onthe historical-political situation in their critique of earlier psychoanalytic inquiry, be directedtowards a societal context while addressing the individual works. I will thus, while analyzingspatial-psychological implications of works in different media, be regarding contemporary topics ofcultural phenomena and theories on human psychology as important factors for the forms ofexpression and thematic content, which contemporary cultural artifacts may take. The term transmediality, which below will be discussed in appliance to psychoanalytic inquiry,refers in this thesis to the definition outlined by the literary scholar Irina Rajewsky, who situates itsemergence in an ongoing development in the field of the interconnected narratology and intermedialstudy, in which I hope to engage and contribute.
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På väg till den tredje grisen : Studie av en transmedial konstpromenad för barn / Moving towards the third pig : Studying a transmedial art walk for childrenWilhelmsson, Anna January 2014 (has links)
Art in the city can be invisible until we talk about it. Letting children see public art in the context of play and narrative is a way to enhance creative thinking and knowledge as well as making the art visible. By creating a prototype for an art walk for children this study was able to create a scenery of children using different kinds of mediated narrative combined with a physical environment and movement. The theoretical framework of the project was picture books (Rhedin, 1991) transmedia (Jenkins 2006, Ryan 2004) and public art (Kwon 2002). The project’s aim was to create an empirical context for primary school children to explore public artwork. The project was designed as a walk for children and teachers, within a narrative context presented in a printed book containing illustrations of the actual artwork and a framing mystery story. The book also contains blank pages for children to draw and write stories based on the book and their empirical experience. Analysing the material from a method based on narratology (Genette 1980, Brooks 1992, Brannigan 1995) and phenomenology (Merleau-Ponty 1945/1997) the study shows that switching between turning of pages, between the illustrations in the book and the first hand experience of being in the physical environment, leads to a high degree of engagement. Interaction with the artwork also inspires children to draw their own pictures, based on the artwork, and to create their own stories about it.
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Skumtroll och vårskrik över mediegränser : En intermedial studie av Ronja Rövardotter om överskridanden mellan människa, språk och natur / Murktrolls and the Scream of Spring across Media Borders : An Intermedial Analysis of Astrid Lindgren’s Ronja the Robber’s DaughterNyfeler, Åsa January 2023 (has links)
This master's thesis investigates the transmediations of Astrid Lindgren's Ronja the Robber's Daughter into a feature film by Tage Danielsson and an anime by Goro Miyazaki. Drawing on intermedial theory and analytical method, the analysis explores how the creatures called “murktrolls” and Ronja’s “scream of spring” are portrayed across these media adaptations. The thesis draws on Lars Elleström’s intermedial concepts, specifically the concept of “media transformation”. The analysis reveals how Danielsson condenses the presence of murktrolls, replacing them with “rumphumbs” and “grey dwarfs”, whereas Miyazaki expands the depiction of these mythical creatures. Both adaptations extend the significance of the “scream of spring”. The analysis can point towards a connection between murktrolls and the scream of spring, symbolizing themes of life, identity quest, and inspiration. Ilon Wikland's illustrations serve as pivotal source material, influencing the transmediations. In sum, the study highlights the dynamic interaction between the source and target media products. Kondo's anime images are notably grounded in Wikland's illustrations. By publishing the novel with these new images, that is adding a new version of the novel, the work is enriched, deepening the connection between the anime and the novel. There is also an interaction between the anime and the feature film; many details are transferred from the film to the anime. The thesis demonstrates that each transmediation shapes the overall understanding of the work by accentuating specific details from the novel. The anime and feature film, along with each reading of the novel, collectively reconstruct the narrative. These findings underscore the significance of transmediation, drawing attention to essential themes within the novel.
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Mellan magi och myt i The Witcher 3: Wild Hunt : En analys av spelvärldens materialitetLindberg, Emma January 2024 (has links)
Denna uppsats undersöker hur den materiella spelvärlden i The Witcher 3: Wild Hunt konstrueras och presenteras, med fokus på medialiserade figurationer, rumslighet och transmediala berättelseelement. Med utgångspunkt i posthumanistisk teori och materiell semiotik kartlägger studien hur den virtuella miljön i spelet också fungerar som en aktiv deltagare i spelupplevelsen, snarare än en passiv bakgrund till huvudberättelsen. Genom att tillämpa Espen Aarseths variabla modell analyserar studien hur spelets design och interaktiva objekt fungerar som semiotiska agenter. Resultaten visar att spelvärldens rumsliga element, såsom väder, topologi och arkitektur, spelar en avgörande roll i att forma spelvärldens rumsliga upplevelse och narrativ. Vidare visar analysen att interaktiva objekt och sidokaraktärer, trots olika begränsningar avinteraktionsmöjligheter, erbjuder visuella och audiella ledtrådar som bidrar till spelvärldens tillblivande. Studien visar att spelvärlden i The Witcher 3: Wild Hunt är ömsesidigt konstituerad med spelarens handlingar, där varje interaktion formar och omformas av den dynamiska och performativa spelvärlden. / This thesis explores how the material game world in The Witcher 3: Wild Hunt is constructed and presented, focusing on mediatized figurations, spatiality, and transmedia narrative elements. Grounded in posthumanist theory and material semiotics, the study maps how the virtual environment also functions as an active participant in the gameplay experience, rather than just a passive backdrop to the game story. Utilizing Espen Aarseth’s variable model the analysis investigates how the game’s design and interactive objects act as semiotic agents. The findings reveal that the spatial elements of the game world, such as weather, topology, and architecture, play a crucial role in shaping the spatial experience and narrative of the game world. Furthermore, the analysis shows that interactive objects and side characters, despite varying levels of interaction possibilities, provide visual and auditory cues that contribute to the coming into being of the game world. The study demonstrates that the game world in The Witcher 3: Wild Hunt is mutually constituted with the player’s actions, where each interaction shapes and is shaped by the dynamic and performative game environment.
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Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard / Adapting Role-Playing Games : An introduction to the intermedial dialogical relationship between Dungeons & Dragons and The Crystal ShardButler Persson, Nikolai January 2015 (has links)
No description available.
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(Robot)influencern Miquelas visuella yttranden i vår samtida digitala verklighet : – En kvalitativ visuell analys av innehåll från Miquelas (@lilmiquela) Instagramprofil / The (robot)influencer Miquelas visual utterance in todays digital reality : – A qualitative visual analysis of content from Miquelas (@lilmiquela) InstagramprofileEsping, Alva January 2020 (has links)
Miquela är en så kallad ”robot-influencer”, vilket bland annat betyder att ”hon” är en virtuell fiktiv karaktär i ett pågående transmedialt narrativ som upprätthålls av företaget Brud. Eftersom Miquela består av datormodifierade bilder och animationer, ser ”hon” uppenbart overklig ut, vilket kan väcka en uncannyvalley effekt hos betraktaren. Arbetet med uppsatsen grundas i ett intresse av att vilja förstå hur något så synbart overkligt kan uppfattas och accepteras socialt som en aktuell (virtuell) influencer. Syftet är därmed att nå en djupare förståelse för hur Miquela visuellt tar sig i uttryck på Instagram. Således genomförs en kvalitativ bild- och textanalys av material från Miquelas Instagramprofil. Analysen utgår från (social) semiotiska förhållningsätt och fokuserar på hur olika former av kapital yttras. Resultatet visar främst på att Miquela (visuellt och tillsynes) innehar och nyttjar socialt kapital, samt genom att ”hon” uppträder ”vardagligt” enkelt går att relatera till, vilket kan bidra till de parasociala relationer ”hon” har till sina följare. / Miquela is a so-called “robot-influencer”, which means that “she” is a fictional character within a transmedial narrative maintained by the company Brud. Due to Miquela being constructed by computer-generated imagery and animations, it is easy to perceive her appearance as unrealistic, which may cause the uncannyvalley-effect for the viewer. This paper has its foundation in an interest of wanting to understand how something so apparently unrealistic can become social accepted as an actual (virtual) influencer. The purpose is thereby to explore a deeper understanding of how Miquela gets expressed through visual content on Instagram. Hence a qualitative image- and textanalysis will be conducted on material from Miquelas Instagramprofile. The analysis will rely on an (social) semiotic perspective and its focal point will be on how various forms of capital is expressed. The results primarily show how Miquela, visually and seemingly, owns and uses social capital, and that “she” exhibits a relatable “everyday” behavior, which can contribute to the parasocial relationships "she" has with her followers.
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