Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.
| ISBN: | 9781138186750 |
| Publication date: | 14th October 2016 |
| Author: | Maike Sarah Reinerth |
| Publisher: | Routledge an imprint of Taylor & Francis Ltd |
| Format: | Hardback |
| Pagination: | 254 pages |
| Series: | Routledge Research in Cultural and Media Studies |
| Genres: |
Computer games / online games: strategy guides Literature: history and criticism Graphic novel / Comic book / Manga: Reference, guides and reviews Literary studies: fiction, novelists and prose writers Films, cinema Media studies Media studies Literary theory |
Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.
Subjectivity across Media features in the following genres: Computer games / online games: strategy guides, Literature: history and criticism, Graphic novel / Comic book / Manga: Reference, guides and reviews, Literary studies: fiction, novelists and prose writers, Films, cinema, Media studies, Media studies, Literary theory
Subjectivity across Media is available in Hardback
Subjectivity across Media was written by Maike Sarah Reinerth and published by Routledge an imprint of Taylor & Francis Ltd
Subjectivity across Media has 254 pages
Yes it is part of Routledge Research in Cultural and Media Studies series
£153.00