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Träfflista för sökning "WFRF:(Makai Péter Kristóf 1988 ) "

Search: WFRF:(Makai Péter Kristóf 1988 )

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1.
  • Askander, Mikael, et al. (author)
  • Transmedial storyworlds
  • 2022
  • In: Intermedial Studies. - London : Routledge. - 9781032004549 - 9781032004662 - 9781003174288 ; , s. 265-281
  • Book chapter (peer-reviewed)abstract
    • Sherlock Holmes has travelled across media borders extensively: from technical to technical medium, from basic to basic medium, and from qualified to qualified medium. Through the decades, Sherlock Holmes appeared in many different forms of storytelling and media constellations, so we can analyse the character in terms of transmediality. This chapter discusses one such example: Penny Dreadful, which originated in 2014 as a television series created by the acclaimed Hollywood screenwriter John Logan. The very same processes of worldmaking that have made Welcome to Night Vale successful have enabled the creation of the transmedial worlds of the Sherlock Holmes universe and the transfiction Penny Dreadful. Following Marie-Laure Ryan’s analysis of transmedia, Jan-Noel Thon also notes that transmedial storyworlds can be varying mixtures of canonical media products and fan-produced material. In terms of media modalities, a contemporary audio drama that mimics a community radio broadcast uses a single sensory modality: all information reaches the listeners through the ear.
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2.
  • Makai, Péter Kristóf, 1988- (author)
  • A toolkit for the intermedial analysis of computer games
  • 2022
  • In: Intermedial Studies. - London : Routledge. - 9781032004549 - 9781032004662 - 9781003174288 ; , s. 309-328
  • Book chapter (peer-reviewed)abstract
    • This chapter presents a series of research steps and sample questions that intermedial scholars will want to pursue to make sense of video games through the lens of their relationship to other media. For simplicity’s sake, we chose to include only single-player games to give prospective intermedial scholars of games a clearer idea of what a basic intermedial analysis of a game might entail. Almost all video games are animated. Whether it is via a sparkling animation of a gemstone or the elaborate motion-captured facial performance of a real actor, the worlds of computer games come alive as a result of the painstaking work of animators. Toonstruck is a graphical adventure game, which is a submedium of the qualified media type we call the video game. One shining example of how computer games adapt the conventions of literature is the textual adventure game 80 Days. 80 Days is an exquisitely crafted piece of playable literature.
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  • Makai, Péter Kristóf, 1988- (author)
  • Ascending the Evolutionary Trees : The 'Epic of Evolution' Narrative in Games
  • 2020
  • In: DiGRA ’20. - : Digra.
  • Conference paper (peer-reviewed)abstract
    • The extended abstract outlines the analysis of games like Ancestors: The Humankind Odyssey (2019) and the incremental game Cell to Singularity - Evolution Never Ends (2019) in terms of the biological and technological trees the player 'ascends' by playing the game.
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  • Makai, Péter Kristóf, 1988- (author)
  • Befejezetlen múlt : a fogyasztás és a szórakoztatás utópiáinak térbeli kifejeződése a Disney-élményparkok Tomorrowlandjében és azon túl
  • 2015
  • In: Apertúra. - Szeged : Pompeji Alapítvány. - 1787-7245. ; 10:3
  • Journal article (peer-reviewed)abstract
    • A páratlan népszerűségnek örvendő Disney-médiabirodalom az ötvenes években úttörő lépést tett meg a szórakoztatóipar világában: megalkotta az első élményparkot [theme park]. Disneyland mérföldkő volt a tömegszórakoztatásban, magas színvonalon kínált fizikai virtuális valóságot, ahol a látogatók belecsöppenhettek a Disney-filmek világába. A cikk a négy nagy régió közül a Tomorrowland példáján mutatja be Walt Disney technoutopizmusának térbeli kivetülését. A posztmodern gondolkodókkal ellentétben Tomorrowlandet történelmi kontextusba helyezve, az amerikai világkiállítások továbbéléseként mutatom be, és a Disney EPCOT-projektjén, a megvalósult Epcot Centeren, a készülő Tomorrowland film vírusmarketingjén és a The Sims 3: Into the Future kiegészítőjén át mutatom be, Walt Disney szentimentális modernizmusa hogyan öltött térbeli formát, milyen vizuális elemek segítik a futurisztikus térképződést, illetve, hogy a haladás eszméjének ikonikus reprezentációs hagyománya hogyan öröklődött tovább kortárs világunk szórakoztatóiparába.
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8.
  • Makai, Péter Kristóf, 1988- (author)
  • Beyond Fantastic Self-indulgence : Aesthetic Limits to World-building
  • 2019
  • In: Sub-creating Arda. - Zolikofen : Walking Tree Publishers. - 9783905703405 ; , s. 57-92
  • Book chapter (peer-reviewed)abstract
    • Contemporary fantasy and science-fiction construct original story-worlds to distance them from the primary world of the reader. This cognitive estrangement is supposed to perform a critical function, serving as a way to comment upon the social, economic and cultural relations of the author's primary world. This paper offers a cognitively infused criticism of the emphasis laid on world-building in today's SF/F fiction. In the contemporary media landscape, the proliferation of world-building fiction is largely due to the desperate need for the limitless expansion of successful intellectual property franchises. Rather than the plausibility of character actions and story arcs, these intellectual properties depend on the plausibility of the world for their success. Contrasting M. John Harrison's Viriconium universe and Jeff VanderMeer's The Southern Reach Trilogy with the aesthetics of world-building fiction, I employ a historico-critical approach to explore the limits of inner consistency in speculative writing and the (im)possibility of these story-worlds.
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9.
  • Makai, Péter Kristóf, 1988- (author)
  • Climate Change on Cardboard : Ecological Eurogames
  • 2020
  • In: Paradoxa. - Vashon Island, WA : Paradoxa. - 1079-8072. ; :31, s. 77-104
  • Journal article (peer-reviewed)abstract
    • The article examines how climate change has been simulated in modern hobby boardgaming. It argues that, like other playful media, board games are an important vehicle for the communication of the scientific principles behind climate change because learning and applying the rules of the game imply a tacit acceptance of the logic of climate change, and the players’ agency activate problem-solving skills that highlight the social and political aspects of climate change action. The article investigates four board games, 20th Century, CO2: Second Chance, Rescue Polar Bears: Data and Temperature, and Keep Cool, including modifications to the original rules of CO2, to demonstrate the wealth and breadth of representing how human actions factor into the current climate crisis. Methodologically, the author merges theories from game studies and science communication to highlight how playful mechanisms can elucidate the abstract, sometimes barely perceptible changes of the climate to lay players.
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