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Storytelling Industries
(Englisch)
Narrative Production in the 21st Century
Anthony N. Smith

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Storytelling Industries

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Produktbeschreibung

Uniquely combines approaches from both media industries and narrative theory to make a significant contribution to debates around medium specificity

Analyses a wide range of globally popular series and franchises from across media, including Batman, Star Wars, Grand Theft Auto, Breaking Bad and Game of Thrones

Speaks to students and academic professionals within film studies, games studies, comics studies and television studies 


Anthony N. Smith is Lecturer in Television Theory at the University of Salford, UK. He has published articles in New Media & Society, Television & New Media and Critical Studies in Television, and is also co-editor of Storytelling in the Media Convergence Age: Exploring Screen Narratives (Palgrave Macmillan, 2014).



"At a time when most scholars seem preoccupied with the fading borders between different media platforms and industries, Anthony Smith's book provides a rich and much-needed reminder about the importance of categorising media in boxes. Smith's book delves into the kinds of unique narrative trends that have emerged in television, comics, videogames and beyond, tracing how particular contexts of production and platform have led to specific opportunities to tell stories.” (Matthew Freeman, Reader in Transmedia Communication, Bath Spa University, UK)

This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium´s variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling. 


1. Introduction
2. Narratives in the Media Convergence Era: The Industrial Dimensions of Medium Specificity.
3. Economic Specificity in Narrative Design: the Business of Television Drama Storytelling.
4. Audience Specificity in Narrative Design: Comic-Book Storytelling in the Inclusivity Era.
5. Technological Specificity in Narrative Design: Story-Driven Videogame Series in an Upgrade Culture.
6. Conclusion. 


This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium´s variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling. 


"This is an impressive study, drawing on significant archival resources, that dazzles with the breadth of knowledge of different fields, ... to simplify occasionally.” (Elke Weissmann, Critical Studies in Television, Vol. 14 (1), 2019)


This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. the book identifies how differences in industrial practice between media inform narrative production.

This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium's variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling. 

1. Introduction.- 2. Narratives in the Media Convergence Era: The Industrial Dimensions of Medium Specificity.- 3. Economic Specificity in Narrative Design: the Business of Television Drama Storytelling.- 4. Audience Specificity in Narrative Design: Comic-Book Storytelling in the Inclusivity Era.- 5. Technological Specificity in Narrative Design: Story-Driven Videogame Series in an Upgrade Culture.- 6. Conclusion. 

"A solid and engaging examination of narrative and medium in the entertainment industries that will appeal to scholars in a wide range of fields related to media studies. This is an ambitious manuillegalscript that accomplishes its goal of discussing the narrative differences between and within serial media in the current entertainment industries. ... One of the things that makes this book such a joy to read is the wealth of information provided here." (Jessica Bay, Projections, Vol. 15 (1), 2021)

"This is an impressive study, drawing on significant archival resources, that dazzles with the breadth of knowledge of different fields, ... to simplify occasionally." (Elke Weissmann, Critical Studies in Television, Vol. 14(1), 2019)


Anthony N. Smith is Lecturer in Television Theory at the University of Salford, UK. He has published articles in New Media & Society, Television & New Media and Critical Studies in Television, and is also co-editor of Storytelling in the Media Convergence Age: Exploring Screen Narratives (Palgrave Macmillan, 2014).




Über den Autor



Anthony N. Smith is Lecturer in Television Theory at the University of Salford, UK. He has published articles in New Media & Society, Television & New Media and Critical Studies in Television, and is also co-editor of Storytelling in the Media Convergence Age: Exploring Screen Narratives (Palgrave Macmillan, 2014).



Inhaltsverzeichnis



1. Introduction.- 2. Narratives in the Media Convergence Era: The Industrial Dimensions of Medium Specificity.- 3. Economic Specificity in Narrative Design: the Business of Television Drama Storytelling.- 4. Audience Specificity in Narrative Design: Comic-Book Storytelling in the Inclusivity Era.- 5. Technological Specificity in Narrative Design: Story-Driven Videogame Series in an Upgrade Culture.- 6. Conclusion. 


Klappentext



This book shows how the unique characteristics of traditionally differentiated media continue to determine narrative despite the recent digital convergence of media technologies. The author argues that media are now each largely defined by distinctive industrial practices that continue to preserve their identities and condition narrative production. Furthermore, the book demonstrates how a given medium¿s variability in institutional and technological contexts influences diverse approaches to storytelling. By connecting US film, television, comic book and video game industries to their popular fictional characters and universes; including Star Wars, Batman, Game of Thrones and Grand Theft Auto; the book identifies how differences in industrial practice between media inform narrative production. This book is a must read for students and scholars interested in transmedia storytelling.




Uniquely combines approaches from both media industries and narrative theory to make a significant contribution to debates around medium specificity

Analyses a wide range of globally popular series and franchises from across media, including Batman, Star Wars, Grand Theft Auto, Breaking Bad and Game of Thrones

Speaks to students and academic professionals within film studies, games studies, comics studies and television studies



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