跳到主要內容

臺灣博碩士論文加值系統

(18.97.9.171) 您好!臺灣時間:2024/12/02 04:33
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:莊于瑩
研究生(外文):Chuang, Yu-Ying
論文名稱:奇幻與科幻作品中的故事世界:《魔法世界》與《刺客教條》的跨媒體世界建構
論文名稱(外文):Story Worlds in Fantasy and Science Fiction: Transmedia World-Building in Wizarding World and Assassin’s Creed
指導教授:路狄諾
指導教授(外文):Dinu Luca
口試委員:連淑錦賴嘉玲路狄諾
口試委員(外文):Lien, Shu-ChinLai, Chia-LingDinu Luca
口試日期:2024-07-23
學位類別:碩士
校院名稱:國立臺灣師範大學
系所名稱:歐洲文化與觀光研究所
學門:社會及行為科學學門
學類:區域研究學類
論文種類:學術論文
論文出版年:2024
畢業學年度:112
語文別:英文
論文頁數:201
中文關鍵詞:跨媒體敘事世界創建跨媒體製作奇幻科幻流行文化
外文關鍵詞:transmedia storytellingworld-buildingtransmedia franchisefantasscience fictionpopular culture
相關次數:
  • 被引用被引用:0
  • 點閱點閱:19
  • 評分評分:
  • 下載下載:7
  • 收藏至我的研究室書目清單書目收藏:0
本研究旨在探討跨媒體與媒體內容創作之間的關聯性。近年來,將一部作品以跨媒體製作的策略發展已成為流行文化中的常態,且此現象對於奇幻與科幻類型的作品來說尤為顯著。為了探究這一現象的成因,我回顧了過去三十年媒體科技的急遽進步以了解目前媒體環境的形成,並透過多部經典作品探索奇幻與科幻類型作品中所具有的共同特性。在眾多跨媒體實踐中,由亨利·詹金斯提出的跨媒體敘事強調以多個媒體平台講述不同的故事以擴張故事世界使一部作品達到傑森·米特爾所說的可傳播性和可鑽研性。這意味著一部作品可以通過不同的媒體平台觸及更多的消費者,同時也能利用各媒體平台獨有的優勢來使故事世界更顯豐富。在這兩個概念的詮釋之下可以得知,以跨媒體敘事為首的諸多跨媒體實踐不僅僅是一部作品用以行銷的商業策略,同時也是反應在敘事與故事世界的呈現方面的創意展現。本論文以奇幻與科幻類型的兩部跨媒體作品《魔法世界》和《刺客信條》為案例,以馬克·沃爾夫提出的世界構建理論分析這兩部作品的故事世界以及它們分別採用的跨媒體發展策略以了解跨媒體與內容創作如何互相配合以達到互補的效果,從而提升消費者的體驗。
This study aims to investigate two examples of how the correlation between transmediality and media content creation is established. In recent years, turning an IP (intellectual property) into a transmedia franchise has become a common development strategy in popular culture, especially in the fantasy and science fiction genres. To explore the causes of this phenomenon, I review the rapid advancement of media technology in the last three decades to learn about the formation of the current media environment and explore the shared features of fantasy and science fiction. Among the various transmedia practices, transmedia storytelling proposed by Henry Jenkins stands out for its unique approach to expanding story worlds by telling diverse stories across multiple media platforms. This practice allows media content to achieve what Jason Mittell calls “spreadability” and “drillability.” Spreadability refers to the ability of an IP to reach more consumers through different media platforms, while drillability means using each medium’s unique strengths to enrich the story world. This shows that transmedia development, especially transmedia storytelling, is not only for marketing or business strategies but also for creative expression. Using two transmedia franchises in fantasy and science fiction genres, Wizarding World and Assassin’s Creed, as case studies, I first analyze the design of story worlds with the world-building theory proposed by Mark J. P. Wolf, then explore their approach to transmedia development to see how transmediality and content creation work together to achieve complementary effects that enhance consumers’ immersion.
Abstract i
中文摘要 ii
Table of Contents iii
List of Tables and Figures v
Chapter 1: Introduction 1
1.1 Preliminary Considerations 1
1.2 Literature Review 6
1.3 Research Limitations 11
1.4 Research Purposes and Dissertation Structure 12
1.5 Methodology and Theoretical Framework 13
1.6 Synopsis of Chapters 16
Chapter 2: A Constantly Changing Media Culture 18
2.0 Introduction 19
2.1 Media Technologies in Popular Culture, 1990–2020 27
2.1.1 New Technologies in Old Media: Television 28
2.1.2 New Technologies in New Media: Video Games 39
2.2 New Trends in Popular Culture 48
2.2.1 The Mega-text of Fantasy and Science Fiction 49
2.2.2 A Short Sketch of Transmediality History 59
2.3 Conclusion 70
Chapter 3: World-building and Transmediality 72
3.0 Introduction 73
3.1 World-building 76
3.1.1 Invention in World-building 78
3.1.2 Completeness in World-building 86
3.1.3 Consistency in World-building 91
3.2 Transmediality 97
3.2.1 Adaptation 101
3.2.2 Transmediation 107
3.3 Conclusion 117
Chapter 4: World-building through Transmediality 120
4.1 The Hidden Community in Wizarding World 122
4.1.1 Preliminary Survey 122
4.1.2 Synopsis of the Stories 124
4.1.3 The World-building in Wizarding World 129
4.1.4 Transmediality in Wizarding World 142
4.2 The World after the Isu Civilization in Assassin’s Creed 153
4.2.1 Preliminary Survey 153
4.2.2 Synopsis of the Stories 156
4.2.3 The World-building in Assassin’s Creed 162
4.2.4 Transmediality in Assassin’s Creed 172
4.3 Conclusion 181
Chapter 5: Conclusion 184
Bibliography 187
Ahl, David H. “Mainframe Games and Simulations.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 31-34. London: Bloomsbury Academic, 2008.
Alkon, Paul K. Science Fiction Before 1900: Imagination Discovers Technology. New York and London: Routledge. 2002.
Armitt, Lucie. Fantasy. London and New York: Routledge. 2020.
Attebury, Brian. The Fantasy Tradition in American Literature: From Irving to Le Guin. Bloomington, IN: Indiana University Press. 1980.
Balbi, Gabriele, and Paolo Magaudda. A History of Digital Media: An Intermedia and Global Perspective. New York: Routledge. 2018.
Berger, Arthur Asa. Pop Culture. Dayton, OH: Pflaum/Standard. 1973.
Bertetti, Paolo. “Toward a Typology of Transmedia Characters.” International Journal of Communication 8 (2014): 2344-2361.
——. “Building Science-Fiction Worlds.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 47-61. Amsterdam: Amsterdam University Press, 2017.
Benkler, Yochai. The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven and London: Yale University Press. 2006.
Bertetti, Paolo. “Transmedia Archaeology: Narrative Expansions across Media before the Age of Convergence.” In The Routledge Companion to Transmedia Studies, edited by Matthew Freeman and Renira Rampazzo Gambarato, 263-271. New York: Routledge, 2018.
Bielby, Denise D., and William T. Bielby. “Audience Aesthetics and Popular.” In Matters of Culture: Cultural Sociology in Practice, edited by Roger Friedland and John Mohr, 295-317. Cambridge: Cambridge University Press, 2004.
Boddy, William. “New Media as Old Media: Television.” In The New Media Book, edited by Dan Harries, 242-253. London: British Film Institute, 2002.
Bodner, John. “Scott Pilgrim’s Precious Little Texts: Adaptation, Form, and Transmedia Co-creation.” In Comics and Pop Culture: Adaptation from Panel to Frame, edited by Barry Keith Grant and Scott Henderson, 246-264. Austin, TX: University of Texas Press, 2019.
Booker, M. Keith, and Anne-Marie Thomas. The Science Fiction Handbook. West Sussex: John Wiley & Sons. 2009.
Boudreau, Kelly. “Online Role-Playing Games.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 173-176. London: Bloomsbury Academic, 2008.
Bourdaa, Mélanie. “‘Following the Pattern’: the Creation of an Encyclopaedic Universe with Transmedia Storytelling.” Adaptation, 6, no. 2 (2013): 202-214.
Breuleux, Yan, Bruno de Coninck, and Simon Therrien. “The World Building Framework for Immersive Storytelling Projects.” SHS Web of Conferences, 64 (2019), https://www.shs-conferences.org/articles/shsconf/abs/2019/05/shsconf_eaea142019_00003/shsconf_eaea142019_00003.html, accessed October, 6, 2023.
Browne, Ray B. “Popular Culture: Notes Toward a Definition.” In Popular Culture and Curricula, edited by Ronald J. Ambrosetti and Ray Broadus Browne, 3-11. Bowling Green, OH: Bowling Green University Popular Press, 1972.
Burroughs, Benjamin. “House of Netflix: Streaming Media and Digital Lore.” Popular Communication, 17, no. 1 (2019): 1-17.
Carignan, Marie-Eve. “Transmedia Religion: From Representations to Propaganda Strategy.” In The Routledge Companion to Transmedia Studies, edited by Matthew Freeman and Renira Rampazzo Gambarato, 364-372. New York: Routledge, 2018.
Clarke, Arthur C. Profiles of the Future: An Inquiry Into the Limits of the Possible. New York: Holt, Rinehart, and Winston. 1984.
Colapinto, Cincia, and Eleonora Benecchi. “Movie Industry Goes Viral in the Xxist Century. If What Counts Is the Buzz…” In Crossmedia Innovations: Texts, Markets, Institutions, edited by Indrek Ibrus and Carlos A. Scolari, 161-178. Frankfurt: Peter Lang, 2012.
Colbjørnsen, Terje. “The Streaming Network: Conceptualizing Distribution Economy, Technology, and Power in Streaming Media Services.” Convergence, 27, no. 5 (2021): 1264-1287.
Curran, James. “The Internet of History: Rethinking the Internet’s Past.” In Misunderstanding the Internet, edited by James Curran, Natalie Fenton, and Des Freedman, 48-84. London: Routledge, 2016.
Danesi, Marcel. Popular Culture: Introductory Perspectives. Lanham, MD: Rowman & Littlefield. 2018.
Davidson, Drew. Cross-Media Communications: An Introduction to the Art of Creating Integrated Media Experiences. Pittsburgh, PA: ETC Press. 2010.
Dena, Christy. “Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments.” PhD diss. University of Sydney, 2009.
——. “Do You Have a Big Stick?” In Hand Made High Tech, edited by Simon Groth, 1-5. Brisbane: Institute for the Future of the Book in Australia, 2011.
De Prato, Giuditta, Sven Lindmark, and Jean-Paul Simon. “The Evolving European Video Game Software Ecosystem.” In The Video Game Industry: Formation, Present State, and Future, edited by Peter Zackariasson and Timothy Wilson, 221-243. New York: Routledge, 2012.
De Rochefort, Simone. “Assassin’s Creed Unity Can’t Help Rebuild Notre-Dame, and That’s OK.” Polygon (2021). https://www.polygon.com/features/22790314/assassins-creed-unity-notre-dame-restoration-accuracy, accessed June, 14, 2024.
DiGiovanna, James. “Worldmaking as Art Form.” The Journal of the Arts in Society, 2, no. 1 (2007): 115-122.
Doležel, Lubomír. Heterocosmica: Fiction and Possible Worlds. Baltimore, MD: The Johns Hopkins University Press. 1998.
Doyle, Gillian. “Re-Invention and Survival: Newspapers in the Era of Digital Multiplatform Delivery.” Journal of Media Business Studies, 10, no. 4 (2013): 1-20.
Duffett, Mark. Understanding Fandom: An Introduction to the Study of Media Fan Culture. New York and London: Bloomsbury Academic. 2013.
Dugdale, Addy. “Prison Valley Interactive Documentary Puts Anti-Social Behavior Into Social Media.” Fast Company (2010). https://www.fastcompany.com/1638673/prison-valley-interactive-documentary-puts-anti-social-behavior-social-media, accessed October, 3, 2023.
Dunlop, Donald. “Popular Culture and Methodology.” The Journal of Popular Culture, 9, no. 2 (1975): 375-383.
Dutta-Bergman, Mohan J. “Complementarity in Consumption of News Types Across Traditional and New Media.” Journal of Broadcasting & Electronic Media, 48, no. 1 (2004): 41-60.
Dwyer, Tim. Media Convergence. Berkshire: McGraw-Hill Education (UK). 2010.
Eco, Umberto. “Innovation and Repetition: Between Modern and Post-Modern Aesthetics.” Daedalus, 114, no. 4 (1985): 161-184.
——. Six Walks in the Fictional Woods. US: Harvard University Press. 1994.
Evans, Elizabeth. Transmedia Television: Audiences, New Media, and Daily Life. New York: Routledge. 2011.
Feijoo, Claudio. “An Exploration of the Mobile Gaming Ecosystem from Developers’ Perspective.” In The Video Game Industry: Formation, Present State, and Future, edited by Peter Zackariasson and Timothy Wilson, 76-95. New York: Routledge, 2012.
Foster, Mike. “America in the 1960s: Reception of Tolkien.” In J.R.R. Tolkien Encyclopedia: Scholarship and Critical Assessment, edited by Michael D. C. Drout, 14-15. New York: Routledge, 2007.
Freedman, Carl. Critical Theory and Science Fiction. Middletown, CT: Wesleyan University Press. 2000.
Freeman, Matthew. “A World of Disney: Building a Transmedia Story world for Mickey and his Friends,” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 93-108. Amsterdam: Amsterdam University Press, 2017.
Freeman, Matthew, and Renira Rampazzo Gambarato. “Introduction: Transmedia Studies—Where Now?” In The Routledge Companion to Transmedia Studies, edited by Matthew Freeman and Renira Rampazzo Gambarato, 1-12. New York: Routledge, 2018.
Gambarato, Renira Rampazzo. “Transmedia Project Design: Theoretical and Analytical Considerations.” Baltic Screen Media Review. 1 (2013): 80-100.
Gans, Herbert J. Popular Culture and High Culture: An Analysis and Evaluation Of Taste. New York: Basic books. 1999.
——. “Measuring the Double Birth’ Model Against the Digital Age.” Early Popular Visual Culture, 11, no. 2 (2013): 158-177.
Gilbert, Anne. “Push, Pull, Rerun: Television Reruns and Streaming Media.” Television & New Media, 20, no. 7 (2019): 686-701.
Goodman, Nelson. Ways of Worldmaking. Indianapolis, IN: Hackett Publishing Company. 1978.
Gottlieb, Henrik. “Subtitles and International Anglification.” Nordic Journal of English Studies, 3, no.1 (2004): 219-230.
Grossberg, Lawrence, Ellen Wartella, D. Charles Whitney, and J. Macgregor Wise. MediaMaking: Mass Media in a Popular Culture. Thousand Oaks, CA: Sage. 2006.
Gunn, James. “Toward a Definition of Science Fiction.” In Speculations on Speculation: Theories of Science Fiction, edited by James Gunn and Matthew Candelaria, 5-12. Lanham, MD: The Scarecrow Press, 2005.
Hancox, Donna. The Revolution in Transmedia Storytelling through Place: Pervasive, Ambient and Situated. Abingdon and New York: Routledge. 2021.
Harvey, Colin B. “A Taxonomy of Transmedia Storytelling.” In Story worlds Across Media, edited by Ryan, Marie-Laure Ryan and Jan-Noël Thon, 278-294. Lincoln, NE: University of Nebraska Press, 2014.
Hassler-Forest, Dan. Science Fiction, Fantasy, and Politics: Transmedia World-Building Beyond Capitalism. London: Rowman & Littlefield International Ltd. 2016.
Hall, Stuart, and Paddy Whannel. The Popular Arts: A Critical Guide to the Mass Media. Boston, MA: Beacon Press. 1967.
Hayward, Jennifer Poole. Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera. Lexington, KY: University Press of Kentucky. 1997.
Herbert, Daniel, Amanda D. Lotz, and Lee Marshall. “Approaching media industries comparatively: A case study of streaming.” International Journal of Cultural Studies, 22, no. 3 (2019): 349-366.
Herman, Leonard. “A New Generation of Home Video Game Systems.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 115-120. London: Bloomsbury Academic, 2008a.
——. “Early Home Video Game Systems.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 53-58. London: Bloomsbury Academic, 2008b.
Hunt, Peter. “Introduction.” In Alternative Worlds in Fantasy Fiction, edited by Peter Hunt and Millicent Lenz, 1-41. London: Continuum, 2001.
Hutcheon, Linda. A Theory of Adaptation. New York: Routledge. 2006.
Innocenti, Veronica, and Guglielmo Pescatore. “Narrative Ecosystems: A Multidisciplinary Approach to Media Worlds.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 164-183. Amsterdam: Amsterdam University Press, 2017.
Irwin, William. The Game of the Impossible: A Rhetoric of Fantasy. Urbana, IL: University of Illinois Press. 1976.
Iwatani, Toru. “Foreword.” In Video Games Around the World, edited by Mark J. P. Wolf, ix-xiv. Cambridge, MA: The MIT Press, 2015.
James, Edward. “Tolkien, Lewis and the explosion of genre fantasy.” In The Cambridge Companion to Fantasy Literature, edited by Edward James and Farah Mendlesohn, 62-78. New York: Cambridge University Press, 2012.
Jenkins, Henry. “Convergence? I Diverge.” MIT Technology Review (2001). https://www.technologyreview.com/2001/06/01/235791/convergence-i-diverge/, accessed October, 3, 2023.
——. “Transmedia Storytelling.” MIT Technology Review (2003). https://www.technologyreview.com/2003/01/15/234540/transmedia-storytelling/, accessed October, 11, 2023.
——. “Game Design as Narrative Architecture.” Computer, 44, no. 3 (2004): 118-130.
——. “Quentin Tarantino’s Star Wars? Digital Cinema, Media Convergence, and Participatory Culture.” In Rethinking Media Change: The Aesthetics of Transition, edited by David Thorburn and Henry Jenkins, 281-312. Cambridge, MA: The MIT Press, 2004.
——. Convergence Culture: Where Old and New Media Collide. New York: New York University Press. 2006.
——. “Revenge of the Origami Unicorn: The Remaining Four Principles of Transmedia Storytelling.” POP JUNCTIONS (2009). http://henryjenkins.org/blog/2009/12/revenge_of_the_origami_unicorn.html, accessed October, 5, 2023.
——. “The Aesthetics of Transmedia: In Response to David Bordwell (Part One).” POP JUNCTIONS (2009). http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i.html, accessed October, 5, 2023.
——. “The Revenge of the Origami Unicorn: Seven Prinples of Transmedia Storytelling (Well, Two Actually. Five More on Friday).” POP JUNCTIONS (2009). http://henryjenkins.org/blog/2009/12/the_revenge_of_the_origami_uni.html, accessed October, 5, 2023.
——. “Transmedia Storytelling and Entertainment: An Annotated Syllabus.” Continuum: Journal of Media & Cultural Studies, 24, no. 6 (2010): 943-958.
——. “Transmedia What?” Medium (2016). https://immerse.news/transmedia-what-15edf6b61daa, accessed October, 11, 2023.
Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Networked Culture. New York and London: New York University Press. 2013.
Jensen, Thessa, and Peter Vistisen. “Ethical Design Fiction: Between Storytelling and World Building.” The ORBIT Journal, 1, no. 2 (2017): 1-14.
Johnson, David T. “Adaptation and Fidelity.” In The Oxford Handbook of Adaptation Studies, edited by Thomas Leitch, 37-53. New York: Oxford University Press, 2017.
Johnson, Derek. “Battleworlds: The Management of Multiplicity in the Media Industries.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 129-142. Amsterdam: Amsterdam University Press, 2017.
Joseph, Frank. The Atlantis Encyclopedia. Cherry Hill, NJ: New Page Books. 2005.
Kim, Su Jung. “A Repertoire Approach to Cross-Platform Media Use Behavior.” New Media & Society, 18, no. 3 (2016): 353-372.
Kinder, Marsha. Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. Oakland, CA: University of California Press. 1991.
Klastrup, Lisbeth, and Susana Tosca. “Transmedial Worlds – Rethinking Cyberworld Design.” 2004 International Conference on Cyberworlds. (2004), doi.org/10.1109/CW.2004.67.
——. “Game of Thrones: Transmedial Worlds, Fandom, and Social Gaming.“ In Story worlds Across Media, edited by Ryan, Marie-Laure Ryan and Jan-Noël Thon, 295-314. Lincoln, NE: University of Nebraska Press, 2014.
Konzack, Lars. “Video Games in Europe.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 203-210. London: Bloomsbury Academic, 2008.
——. “Transmediality.” In The Routledge Companion to Imaginary Worlds, edited by Mark J. P. Wolf, 134-140. New York: Routledge, 2017.
Leavenworth, Van. “The Developing Story world of H. P. Lovecraf.” In Story worlds Across Media, edited by Ryan, Marie-Laure Ryan and Jan-Noël Thon, 332-350. Lincoln, NE: University of Nebraska Press, 2014.
Le Guin, Ursula K. The Language of the Night: Essays on Fantasy and Science Fiction. New York: HarperCollins. 1992.
Lohof, Bruce A. “Popular Culture: The ‘Journal’ and the State of the Study.” Journal of Popular Culture, 6, no. 3 (1972): 453-462.
Long, Geoffrey A. “Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company.” PhD diss. Massachusetts Institute of Technology, 2007.
Lotz, Amanda D. The Television Will Be Revolutionized. New York and London: NYU Press. 2014.
——. “Guest Blog: How OTT Hides Television’s Revolution.” Broadcasting+Cable (2016). https://www.nexttv.com/blog/guest-blog-how-ott-hides-television-s-revolution-154442, accessed October, 11, 2023.
——. Portals: A Treatise on Internet-Distributed Television. Ann Arbor, MI: Michigan Publishing. Maize Books. 2017.
Lynn, Ruth Nadelman. Fantasy for Children. An Annotated Checklist. New York: R. R. Bowker. 1983.
Macdonald, Dwight. “A Theory of Mass Culture.” In Cultural Theory and Popular Culture: A Reader, edited by John Storey, 22-36. Harlow, ND: Prentice Hall, 1998.
Manlove, Colin N. Modern Fantasy: Five Studies. Cambridge: Cambridge University Press. 1978.
Matrix, Sidneyeve. “The Netflix Effect: Teens, Binge Watching, and On-Demand Digital Media Trends.” Jeunesse: Young People, Texts, Cultures, 6, no. 1 (2014): 119-138.
McLuhan, Marshall. Understanding Media: The Extensions of Man. London and New York: MIT Press. 1994.
——. Understanding Media: Lectures and Interviews. Toronto, OH: MIT Press. 2004.
Meikle, Graham, and Sherman Young. Media Convergence: Networked Digital Media in Everyday Life. London: Palgrave Macmillan. 2011.
Mendlesohn, Farah. Rhetorics of Fantasy. Middletown, CT: Wesleyan University Press. 2008.
Mittell, Jason. “Lost in a Great Story: Evaluation in Narrative Television (and Television Studies).” In Reading Lost Perspectives on a Hit Television Show, edited by Roberta Pearson, 119-138. London: I.B.Tauris, 2009.
——. “Strategies of Storytelling on Transmedia Television.” In Story worlds Across Media, edited by Ryan, Marie-Laure Ryan and Jan-Noël Thon, 253-277. Lincoln, NE: University of Nebraska Press: University of Nebraska Press, 2014.
——. “To Spread or To Drill?” Just TV | random thoughts from media scholar Jason Mittell (2009). https://justtv.wordpress.com/2009/02/25/to-spread-or-to-drill/, accessed October, 4, 2023.
Mullens, Lauri. “Get A Life? Fan Cultures and Contemporary Television.” Spectator, 25, no. 1 (2005): 5-10.
Muriel, Daniel, and Garry Crawford. Video Games As Culture: Considering the Role and Importance of Video Games in Contemporary Society. London: Routledge. 2018.
Natale, Simone, and Gabriele Balbi. “Media and the Imaginary in History: The role of the fantastic in different stages of media change.” Media History, 20, no. 2 (2014): 203-218.
Negroponte, Nicholas. Being Digital. London: Vintage Books. 1995.
Nichols, Ruth. “Fantasy and Escapism.” Canadian Chi dren9s Literature A JOURNAL OF CRITICISM AND REVIEW, 2, no. 1 (1976): 20-27.
O’Connor, Roisin. “Martin Scorsese doubles down on Marvel critique and says cinema is being ‘invaded by theme park’ films.” Independent (2019). https://www.independent.co.uk/arts-entertainment/films/news/martin-scorsese-marvel-films-avengers-mcu-cinema-theme-park-criticism-a9154621.html, accessed October, 4, 2023.
Oktan, Ahmet. “Transmedia and the Vagueness of Narrative Structure.” In Handbook of Research on Transmedia Storytelling and Narrative Strategies, edited by Recep Yılmaz, M. Nur Erdem, and Filiz Resuloğlu, 167-189. Hershey, PA: IGI Global, 2019.
Parody, Clare. “Adaptation Essay Prize Winner: Franchising/Adaptation.” Adaptation, 4, no.2 (2011): 210-218.
Pearson, Roberta. “World-Building Logics and Copyright.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 109-128. Amsterdam: Amsterdam University Press, 2017.
——. “Transmedia Characters: Additionality and Cohesion in Transfictional Heroes.” In The Routledge Companion to Transmedia Studies, edited by Matthew Freeman and Renira Rampazzo Gambarato, 148-156. New York: Routledge, 2018.
Perron, Bernard. “Zombie Escape and Survival Plans: Mapping the Transmedial World of the Dead.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 215-230. Amsterdam: Amsterdam University Press, 2017.
Peña-Acuña, Beatriz, and Alba Maria Martinez Sala. “Introductory Chapter: Narrative Transmedia as a New Social and Cultural Phenomenon.” In Narrative Transmedia, edited by Beatriz Peña-Acuña, 3-8. London: IntechOpen, 2020.
Petzold, Dieter. “Fantasy Fiction and Related Genres.” Modern Fiction Studies, 32, no. 1 (1986): 11-20.
Phillips, Andrea. A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms. New York: McGraw Hill Professional. 2012.
Picard, Martin. “Video Games and Their Relationship with Other Media.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 293-301. London: Bloomsbury Academic, 2008.
Pidkameny, Eric. “Sound in Video Games.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 251-257. London: Bloomsbury Academic, 2008.
Rabkin, Eric S. The Fantastic in Literature. Princeton, NJ: Princeton University Press. 1976.
Resuloğlu, Filiz. “A Song of Transmedia Storytelling: A Case Study on Game of Thrones TV Series.” In Handbook of Research on Transmedia Storytelling and Narrative Strategies, edited by Recep Yılmaz, M. Nur Erdem, and Filiz Resuloğlu, 72-90. Hershey, PA: IGI Global, 2019.
Roberts, Adam. Science Fiction. New York and Abingdon: Routledge. 2006a.
——. The History of Science Fiction. New York: Palgrave Macmillan. 2006b.
Rogers, Brett M., and Benjamin Eldon Stevens. “Introduction: Fantasies of Antiquity.” In Classical Traditions in Modern Fantasy, edited by Brett M. Rogers and Benjamin Eldon Stevens, 1-22. New York: Oxford University Press, 2017.
Ryan, Marie-Laure. Possible Worlds, Artificial lntelligence, and Narrative Theory. Bloomington, IN: Indiana University Press. 1991.
——. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore, MD: The Johns Hopkins University Press. 2001.
——. “Introduction.” In Narrative Across Media: The Languages of Storytelling, edited by Marie-Laure Ryan, 1-40. Lincoln, NE: University of Nebraska Press, 2004.
——. “Possible Worlds.” In The Living Handbook of Narratology, edited by Peter Hühn, Jan Christoph Meister, John Pier, Wolf Schmid, and Jörg Schönert, 353-366. Hamburg: Hamburg University Press, 2012.
——. “Transmedial Storytelling and Transfictionality.” Poetics Today, 34, no. 3 (2013): 361-388.
——. “Story/worlds/media: Tuning the Instruments of a Media-Conscious Narratology.” In Story worlds Across Media, edited by Ryan, Marie-Laure Ryan and Jan-Noël Thon, 25-49. Lincoln, NE: University of Nebraska Press, 2014.
——. “Transmedia Storytelling: Industry Buzzword or New Narrative Experience?” Story worlds: A Journal of Narrative Studie, 7, no. 2 (2015): 1-19.
——. “Transmedial Narratology and Transmedia Storytelling.” Artnodes: E-Journal on Art, Science and Technology, 2016, no. 18 (2016), doi.org/10.7238/a.v0i18.3049.
——. “Texts, Worlds, Stories: Narrative Worlds as Cognitive and Ontological Concept.” In Narrative Theory, Literature, and New Media, edited by Mari Hatavara, Matti Hyvärinen, Maria Mäkelä, and Frans Mäyrä, 11-28. New York: Routledge, 2016.
——. “The Aesthetic of Proliferation.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 31-46. Amsterdam: Amsterdam University Press, 2017.
Saldre, Maarja, and Peeter Torop. “Transmedia space.” In Crossmedia Innovations: Texts, Markets, Institutions, edited by Indrek Ibrus and Carlos A. Scolari, 25-44. Frankfurt: Peter Lang, 2012.
Sánchez-Mesa, Domingo, Espen J. Aarseth, Robert Pratten, and Carlos A. Scolari. “Transmedia (Storytelling?): A Polyphonic Critical Review.” Artnodes: E-Journal on Art, Science and Technology, no. 18 (2016), doi.org/10.7238/a.v0i18.3064.
Saint-Gelais, Richard. “Transfictionality.” In Routledge Encyclopedia of Narrative Theory, edited by David Herman, Manfred Jahn, and Marie-Laure Ryan, 612-613. Abingdon: Routledge, 2005.
Scolari, Carlos Alberto. “Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production.” International Journal of Communication. 3 (2009): 586-606.
——. “The Triplets and the incredible shrinking narrative: Playing in the borderland between transmedia storytelling and adaptation.” In Crossmedia Innovations: Texts, Markets, Institutions, edited by Indrek Ibrus and Carlos A. Scolari, 45-60. Frankfurt: Peter Lang, 2012.
——. “Transmedia Storytelling: Brands, Narratives and Story worlds.” In Handbook of Brand Semiotics, edited by George Rossolatos, 151-169. Kassel: Kassel University Press, 2015.
Seed, David. Science Fiction: A Very Short Introduction. New York: Oxford University Press Inc. 2011.
Silverstone, Roger. “Convergence Is a Dangerous Word.” Convergence, 1, no. 1 (1995): 11-13.
Spilker, Hendrik Storstein, and Terje Colbjørnsen. “The Dimensions of Streaming: Toward a Typology of an Evolving Concept.” Media, Culture & Society, 42, no. 7-8 (2020): 1210-1225.
Stam, Robert. “Beyond Fidelity: The Dialogics of Adaptation.” In Film Adaptation, edited by James Naremore, 54-76. New Brunswick, NJ: Rutgers University Press, 2000.
Stanfill, Mel. Exploiting Fandom: How the Media Industry Seeks to Manipulate Fans. Ames, IA: University of Iowa Press. 2019.
Stevenson, Robert Louis. “My First Book—Treasure Island.” The Courier, 21, no. 2 (1986): 77-88.
Storey, John. Cultural theory and popular culture: An introduction. Abingdon and New York: Routledge. 2018.
Suvin, Darko. Metamorphoses of Science Fiction: On the Poetics and History of a Literary Genre. New Haven and London: Yale University Press. 1979.
——. Positions and Presuppositions in Science Fiction. Hampshire and London: Macmillan Press Ltd. 1988.
Swinfen, Ann. In Defense of Fantasy: A Study of the Genre in English and American Literature Since 1945. London: Routledge & Kegan Paul. 1984.
Therrien, Carl. “Graphics in Video Games.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 239-250. London: Bloomsbury Academic, 2008.
Thon, Jan-Noël. “Converging Worlds: From Transmedial Story worlds to Transmedial Universes.” Story worlds: A Journal of Narrative Studies, 7, no. 2 (2015): 21-53.
Tolkien, J. R. R. “On Fairy-Stories.” In Tolkien On Fairy-stories: Expanded Edition, with Commentary and Notes, edited by Verlyn Flieger and Douglas A. Anderson, 27-84. London: Harper Collins Publishers, 2008.
Tschang, Feichin Ted. “The Video Game Development Process.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 231-238. London: Bloomsbury Academic, 2008.
Uricchio, William. “Old Media as New Media: Television.” In The New Media Book, edited by Dan Harries, 219-230. London: British Film Institute, 2002.
Walker, Jill. “Distributed Narrative: Telling Stories Across Networks.” Internet Research Annual. 3 (2004): 91-104.
Wasko, Janet. “The Future of Film Distribution and Exhibition.” In The New Media Book, edited by Dan Harries, 195-206. London: British Film Institute, 2002.
Williams, Raymond. The Long Revolution. Harmondsworth Middlesex: Penguin Books Ltd. 1961.
Winokur, Jon. Writers on Writing. London: Headline. 1987.
Winter, David. “Video Games in Europe: The Early Years.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 45-51. London: Bloomsbury Academic, 2008.
Wolf, Mark J. P. “Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games.” Film Quarterly (ARCHIVE), 51, no. 1 (1997): 11-23.
——. “Advancing to the Next Level (1995–Present).” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 159. London: Bloomsbury Academic, 2008a.
——. “Arcade Games of the 1970s.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 35-44. London: Bloomsbury Academic, 2008b.
——. “Arcade Games of the 1980s.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 91-98. London: Bloomsbury Academic, 2008c.
——. “Arcade Games of the 1990s and Beyond.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 135-142. London: Bloomsbury Academic, 2008d.
——. “Genre Profile: Adventure Games.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 81-90. London: Bloomsbury Academic, 2008e.
——. “Imaging Technologies.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 9-12. London: Bloomsbury Academic, 2008f.
——. “Introduction.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, xiii-xv. London: Bloomsbury Academic, 2008g.
——. “Modes of Exhibition.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 13-16. London: Bloomsbury Academic, 2008h.
——. “The Early Days (Before 1985).” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 29. London: Bloomsbury Academic, 2008i.
——. “The Future of Video Games.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 303-310. London: Bloomsbury Academic, 2008j.
——. “Video Game Genres.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 259-275. London: Bloomsbury Academic, 2008k.
——. “Video Game Stars: Pac-Man.” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 73-74. London: Bloomsbury Academic, 2008l.
——. “What Is a Video Game?” In The Video Game Explosion: A History from PONG to Playstation and Beyond, edited by Mark J. P. Wolf, 3-7. London: Bloomsbury Academic, 2008m.
——. Building Imaginary Worlds: The Theory and History of Subcreation. New York: Routledge. 2014.
——. “Introduction.” In Video Games Around the World, edited by Mark J. P. Wolf, 1-16. Cambridge, MA: The MIT Press, 2015.
——. “Beyond Immersion: Absorption, Saturation, and Overflow in the Building of Imaginary Worlds.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 204-214. Amsterdam: Amsterdam University Press, 2017.
Zackariasson, Peter, and Timothy L. Wilson. “Introduction.” In The Video Game Industry: Formation, Present State, and Future, edited by Peter Zackariasson and Timothy Wilson, 1-14. New York: Routledge, 2012.
Zahorski, Kenneth J., and Robert H. Boyer. “The Secondary Worlds of High Fantasy.” In The Aesthetics of Fantasy Literature and Art, edited by Roger C. Schlobin, 56-81. Notre Dame, IN: University of Notre Dame Press, 1982.
Zipfel, Frank. “Fiction Across Media: Toward a Transmedial Concept of Fictionality.” In Story Worlds Across Media, edited by Ryan, Marie-Laure Ryan and Jan-Noël Thon, 103-125. Lincoln, NE: University of Nebraska Press, 2014.
連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top