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dc.contributor.authorGoodbrey, Daniel
dc.contributor.editorRauscher, Adreas
dc.contributor.editorStein, Daniel
dc.contributor.editorThon, Jan-Noël
dc.date.accessioned2021-11-15T14:30:02Z
dc.date.available2021-11-15T14:30:02Z
dc.date.issued2020-10-19
dc.identifier.citationGoodbrey , D 2020 , Game Comics : Theory and design . in A Rauscher , D Stein & J-N Thon (eds) , Comics and Videogames : From Hybrid Medialities to Transmedia Expansions . 1st edn , Routledge Taylor & Francis Group , London , pp. 45-59 . < https://www.taylorfrancis.com/chapters/oa-edit/10.4324/9781003035466-5/game-comics-daniel-merlin-goodbrey?context=ubx >
dc.identifier.isbn9780367474195
dc.identifier.isbn9781003035466
dc.identifier.otherPURE: 26311805
dc.identifier.otherPURE UUID: 4789903b-5667-48f2-8a83-6243c7e32a21
dc.identifier.urihttp://hdl.handle.net/2299/25189
dc.description© 2021 The Authors. This is an open access work distributed under the terms of the Creative Commons Attribution-Non Commercial No Derivatives Licence, https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.description.abstractA history of visual influence and narrative crossover exists between comics and videogames. The digital mediation of comics has resulted in the two forms sharing common platforms for creation, distribution, and consumption. In combination with their shared spatial nature, these circumstances have led to the beginnings of hybridization between the two forms. The resulting “game comics” are a hybrid format that exhibit some of the key characteristics of games and use some of the key characteristics of the form of comics as the basis for their gameplay. This chapter focuses on the design and creation of game comics and considers a range of aesthetic, ludic, and narrative challenges that must be met in order to achieve a successful outcome. It provides a practice-based inquiry into how comics narratives can integrate progression-based gameplay and how gameplay in turn can create narrative. It examines how comics can incorporate gaming tropes from the adventure and puzzle genres, without diminishing the key characteristics of the form of comics. The chapter also examines the application of common videogame design methodologies within a comics creation context and highlights some of the practical and conceptual difficulties that can problematize and limit successful game comics creation.en
dc.format.extent15
dc.language.isoeng
dc.publisherRoutledge Taylor & Francis Group
dc.relation.ispartofComics and Videogames
dc.subjectgames
dc.subjectcomics
dc.subjecthypercomics
dc.subjectgame comics
dc.titleGame Comics : Theory and designen
dc.contributor.institutionArt and Design
dc.contributor.institutionMedia Research Group
dc.contributor.institutionTheorising Visual Art and Design
dc.contributor.institutionGames and Visual Effects Research Lab (G+VERL)
dc.contributor.institutionSchool of Creative Arts
dc.description.statusPeer reviewed
dc.identifier.urlhttps://www.taylorfrancis.com/chapters/oa-edit/10.4324/9781003035466-5/game-comics-daniel-merlin-goodbrey?context=ubx
rioxxterms.versionVoR
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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