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  1. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI - Multidisciplinary Digital Publishing Institute, Basel

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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999
    Other identifier:
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a
    Scope: 1 electronic resource (254 pages)
  2. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Publisher)
    Published: 2022
    Publisher:  MDPI Books, Basel

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from... more

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
    Unlimited inter-library loan, copies and loan

     

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.

     

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    Source: Philologische Bibliothek, FU Berlin
    Contributor: Thomas, Christian (Publisher)
    Language: English
    Media type: Data medium
    Format: Online
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology
    Scope: 1 electronic resource (254 p.)
  3. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Publisher)
    Published: 2022
    Publisher:  MDPI Books, Basel

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from... more

     

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.

     

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    Source: Union catalogues
    Contributor: Thomas, Christian (Publisher)
    Language: English
    Media type: Data medium
    Format: Online
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology
    Scope: 1 electronic resource (254 p.)
  4. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI Books, Basel

    Hochschulbibliothek der Fachhochschule Aachen
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    Universitätsbibliothek der RPTU in Kaiserslautern
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    Deutsche Zentralbibliothek für Medizin - Informationszentrum Lebenswissenschaften, Köln
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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: Undetermined
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999
    Other identifier:
    10.3390/books978-3-0365-4899-9
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a; Film, TV & radio
    Scope: 1 electronic resource (254 pages)
  5. Fundstücke aus der Mediengeschichte: Fred, W.: Buster Brown
    Author: Riha, Karl
    Published: 1986
    Publisher:  Philipps-Universität Marburg, Marburg ; Niemeyer, Tübingen

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    Source: Union catalogues
    Language: German
    Media type: E-Journal
    Format: Online
    ISSN: 0176-4241
    Other identifier:
    Parent title: In: Riha, Karl: Fundstücke aus der Mediengeschichte: Fred, W.: Buster Brown. In: medienwissenschaft: rezensionen, Jg. 3 (1986) Nr. 3, S. 388
    Other subjects: comic strip
    Scope: Online-Ressource
  6. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI Books, Basel

    Hochschule Koblenz, RheinAhrCampus, Bibliothek
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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: 0|e
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a
    Scope: 1 electronic resource (254 pages)
  7. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Herausgeber)
    Published: 2022
    Publisher:  MDPI - Multidisciplinary Digital Publishing Institute, Basel ; OAPEN FOUNDATION, The Hague

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from... more

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    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.

     

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    Source: Union catalogues
    Contributor: Thomas, Christian (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783036548999; 9783036549002
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology; n/a
    Scope: 1 Online-Ressource (254 p.)
  8. La lecture de bandes dessinées
    Published: 2014
    Publisher:  Département des études, Paris ; OpenEdition, Marseille

    Avec plus de 16 millions de lecteurs en France, la bande dessinée, longtemps considérée comme un genre mineur, bénéficie désormais d'une large diffusion dans la société française : plus de trois Français sur quatre déclarent avoir déjà lu des bandes... more

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    Avec plus de 16 millions de lecteurs en France, la bande dessinée, longtemps considérée comme un genre mineur, bénéficie désormais d'une large diffusion dans la société française : plus de trois Français sur quatre déclarent avoir déjà lu des bandes dessinées, dont plus d'un quart (29 %) au cours des douze derniers mois. La production éditoriale a bénéficié d'un essor sans précédent depuis les années 1990, le nombre de titres édités est en constante progression, tandis que les genres, au sein de la bande dessinée, se diversifient : aux traditionnels albums se sont ajoutés, ces dernières années, les mangas, romans graphiques, comics... L'étude apporte des éléments de caractérisation du lectorat de bandes dessinées, majoritairement masculin, plutôt jeune, par ailleurs lecteur de livres et amateur de sorties culturelles, et repère des caractéristiques de lecture propres à cette pratique, comme la relecture. With over 16 million readers in France, comic strips, long considered a minor genre, now enjoy a huge readership there: over three quarters of French people say they have already read comic strips, and over a quarter of these (29%) have done so within the last twelve months. Book publishing has seen an unprecedented boom in this area since the 1990s with the number of titles published constantly expanding, whilst the genres represented within comic books are becoming ever more diverse: in addition to the traditional books, over the last few years there has been an emergence of manga, graphic novels, comics, etc. This study gives an outline of the comic strip readership: overwhelmingly young and male, and with a penchant for reading books and cultural outings; it also points up reading trends within this practice such as re-reading.

     

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  9. Ontological fusion of reality and fiction: implicitly religious communication through comic strips
    Published: 2021

    Religious content may be communicated by means of a comic strip combining image- and text-based narration. The article focuses on the implicitly religious presentation of a completely profane image series through an analysis of a Czech comic strip... more

    Index theologicus der Universitätsbibliothek Tübingen
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    Religious content may be communicated by means of a comic strip combining image- and text-based narration. The article focuses on the implicitly religious presentation of a completely profane image series through an analysis of a Czech comic strip about a club of five boys. As opposed to the interpretation of a comic strip as a fictive world with an ontological status of unrealised possibilities, this article prefers the category of a possible world realised through the reader’s experience. In this way, the distinctive world of comics provides a platform similar to the Platonic ideas or Jungian archetypes, linking the profane and sacred spheres. A completely non-religious comic strip created by an author indifferent to religion may thus be understood as a communication of the values and ideas of implicit religion.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Culture and religion; London [u.a.] : Taylor and Francis Group, 2000; 22(2021), 2, Seite 146-163; Online-Ressource

    Subjects: possible world; fictive world; Rapid Arrows; comic strip; Implicit religion
  10. The Art of Adaptation in Film and Video Games
    Contributor: Thomas, Christian (Publisher)
    Published: 2022
    Publisher:  MDPI Books, Basel

    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from... more

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    Verlag (kostenfrei)
    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.

     

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    Source: Philologische Bibliothek, FU Berlin; Staatsbibliothek zu Berlin
    Contributor: Thomas, Christian (Publisher)
    Language: English
    Media type: Data medium
    Format: Online
    Subjects: Film, TV & radio
    Other subjects: Mulan; adaptation; Disney; Orientalism; cultural authenticity; cultural palimpsest; Chinese cinema; science fiction; The Wandering Earth; patricide; patrilineality; nationalism; media; mass culture; film; digital games; film adaptation; experimental game design; game design process documentation; T.S. Eliot; Prufrock; remediation; comic strip; animated film; split screen; video poem; YouTube dramatic monologue; photographic montage; Contagion; propaganda; pandemic; premediation; Steven Soderbergh; Scott Z. Burns; transit; migrants; empathy; liminal spaces; Bildungsroman; modernity; videogames; Shakespeare; Tale of a Forest; biodiversity; documentary; ecocriticism; environmental narrative; forest; nature photography; nostalgia; species; video games; game studies; Star Wars; George Lucas; game reviews; criticism; thematic analysis; Japanese video games; game localization; cultural adaptation; localization approaches; localization strategies; domestication; foreignization; reception; trauma; origin; psychoanalysis; repetition; impossibility; loss; representation; extremity; writing; image; failure; memoir; missed experience; creative writing studies; screenwriting; video game narrative design; interactive writing; horror film; horror video games; survival horror; character development; sci-fi; thriller; genre; tropes; methodology
    Scope: 1 electronic resource (254 p.)
  11. La lecture de bandes dessinées /
    Published: 2014.
    Publisher:  Département des études, de la prospective et des statistiques,, Paris :

    Avec plus de 16 millions de lecteurs en France, la bande dessinée, longtemps considérée comme un genre mineur, bénéficie désormais d’une large diffusion dans la société française : plus de trois Français sur quatre déclarent avoir déjà lu des bandes... more

     

    Avec plus de 16 millions de lecteurs en France, la bande dessinée, longtemps considérée comme un genre mineur, bénéficie désormais d’une large diffusion dans la société française : plus de trois Français sur quatre déclarent avoir déjà lu des bandes dessinées, dont plus d’un quart (29 %) au cours des douze derniers mois. La production éditoriale a bénéficié d’un essor sans précédent depuis les années 1990, le nombre de titres édités est en constante progression, tandis que les genres, au sein de la bande dessinée, se diversifient : aux traditionnels albums se sont ajoutés, ces dernières années, les mangas, romans graphiques, comics… L’étude apporte des éléments de caractérisation du lectorat de bandes dessinées, majoritairement masculin, plutôt jeune, par ailleurs lecteur de livres et amateur de sorties culturelles, et repère des caractéristiques de lecture propres à cette pratique, comme la relecture. With over 16 million readers in France, comic strips, long considered a minor genre, now enjoy a huge readership there: over three quarters of French people say they have already read comic strips, and over a quarter of these (29%) have done so within the last twelve months. Book publishing has seen an unprecedented boom in this area since the 1990s with the number of titles published constantly expanding, whilst the genres represented within comic books are becoming ever more diverse: in addition to the traditional books, over the last few years there has been an emergence of manga, graphic novels, comics, etc. This study gives an outline of the comic strip readership: overwhelmingly young and male, and with a penchant for reading books and cultural outings; it also points up reading trends within this practice such as re-reading.

     

    Export to reference management software   RIS file
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  12. La lecture de bandes dessinées /
    Published: 2014.
    Publisher:  Département des études, de la prospective et des statistiques,, Paris :

    Avec plus de 16 millions de lecteurs en France, la bande dessinée, longtemps considérée comme un genre mineur, bénéficie désormais d’une large diffusion dans la société française : plus de trois Français sur quatre déclarent avoir déjà lu des bandes... more

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    Avec plus de 16 millions de lecteurs en France, la bande dessinée, longtemps considérée comme un genre mineur, bénéficie désormais d’une large diffusion dans la société française : plus de trois Français sur quatre déclarent avoir déjà lu des bandes dessinées, dont plus d’un quart (29 %) au cours des douze derniers mois. La production éditoriale a bénéficié d’un essor sans précédent depuis les années 1990, le nombre de titres édités est en constante progression, tandis que les genres, au sein de la bande dessinée, se diversifient : aux traditionnels albums se sont ajoutés, ces dernières années, les mangas, romans graphiques, comics… L’étude apporte des éléments de caractérisation du lectorat de bandes dessinées, majoritairement masculin, plutôt jeune, par ailleurs lecteur de livres et amateur de sorties culturelles, et repère des caractéristiques de lecture propres à cette pratique, comme la relecture. With over 16 million readers in France, comic strips, long considered a minor genre, now enjoy a huge readership there: over three quarters of French people say they have already read comic strips, and over a quarter of these (29%) have done so within the last twelve months. Book publishing has seen an unprecedented boom in this area since the 1990s with the number of titles published constantly expanding, whilst the genres represented within comic books are becoming ever more diverse: in addition to the traditional books, over the last few years there has been an emergence of manga, graphic novels, comics, etc. This study gives an outline of the comic strip readership: overwhelmingly young and male, and with a penchant for reading books and cultural outings; it also points up reading trends within this practice such as re-reading.

     

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