The impact of game design in generating the value of virtual items (Ho, Ping-I [Adam])

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Digital Humanities

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Diversity and Recognition

ISBN: 978-1-84888-261-4 File Type: eBook (PDF) Year Published: 2014

Ethos and Modern Life Evil, Monsters & Horror Gender & Sexuality Hostility and Violence

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This volume introduces a collective approach that positions transmedia as a dynamic phenomenon which undergoes constant innovation as it absorbs current trends and advances in its constituent disciplines. The first section, 'Sustaining Future Practices', explores emerging models for defining stakeholder needs, understanding resource requirements and measuring the value and success of transmedia productions. The focus then shifts to 'Intersecting Contexts of Transmedia Practices', which uses the juxtaposition of a diverse collection of case studies to transcend not only the debates about how to define transmedia, but also the professional and disciplinary boundaries that impose artificial constraints upon the way transmedia projects are approached and understood. This inter-disciplinary dialogue aims to promote an ongoing conversation on the challenges and opportunities associated with sustaining this vital creative industry.

Table of Contents

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Introduction: Understanding the Collective Approach Debra Polson and Ann-Marie Cook

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Part I Sustaining Future Practices

Hostility and Violence

The Business Case for Transmedia Joanne Jacobs

Medical Humanities

Measuring Online User Engagement: The Limitations of Web Analytics Ann-Marie Cook and Debra Polson

Persons & Community

Multi-Platform Storytelling and the 'Niche' Market: Producing Low-Budget Transmedia Projects Natalie Krikowa

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Transmedia as 'Unmixed Media' Aesthetics Christy Dena

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This collection of perspectives on transmedia introduces a new, collective approach that highlights the role of a diverse community of stakeholders in shaping this dynamic media phenomenon with the aim of promoting an ongoing dialogue into the opportunities and challenges associated with sustaining this vital creative industry.

Digital Humanities Diversity and Recognition

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Part II Intersecting Contexts of Transmedia Practices Transmediated Educational Futures: Case Studies in the Use of Transmedia in Educational Contexts Hart Cohen Produsage of Transmedia Storyworlds Stephen Barrass

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Transmedia Toe-Dipping: Kiss Kill by Jeni Mawter Jeni Mawter

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Transmedia Activism: Exploring the Possibilities in West Papua Tanya Notley and Alexandra Crosby

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Video Installation as an Immersive Storytelling and Story Sharing Experience Diane Charleson Two Successful Transmedia Film Case Studies: The Blair Witch Project (1999) and The Devil Inside (2012)

https://www.interdisciplinarypress.net/online-store/ebooks/digital-humanities/transmedia-practice-a-collective-approach

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2014年7月5日

Transmedia Practice: A Collective Approach - Inter-Disciplinary Press

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JT Velikovsky The Dead Boy's Narrative Transmediated Toni-Matti Karjalainen Zombies, Run! Rethinking Immersion in Light of Nontraditional Gaming Contexts Clare Southerton ARG for ARG's Sake: The Authenticity of Non-Commercial Alternate Reality Games Adam L. Brackin War Games: Interactive Discourses of War in Videogames Daniel Binns

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The Impact of Game Design in Generating the Value of Virtual Items Ping-I (Adam) Ho Fashion Capital

Key Words

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Transmedia, transmedia collective, multi-platform, cross-media, storytelling, media, game, narrative, distributed narratives, ubiquitous games, cross-sighted narratives, creative industries, networked narrative environment, superfictions, media franchise.

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Debra Polson is an independent designer and lecturer in Communication Design at Queensland University of Technology. Her work focuses on exploiting unique aspects of digital games and creative social networks in the service of developing computer games and mobile technologies that improve human relationships in environments such as schools, museums and everyday public places. Ann-Marie Cook is a Visiting Researcher at the ARC Centre of Excellence for Creative Industries and Innovation at Queensland University of Technology. Since receiving a Ph.D. in Film from the University of East Anglia she has been involved in research projects concerning transmedia production and audience engagement in the post-broadcast era. JT Velikovsky is a writer, director and producer of transmedia projects involving films, games, TV, novels, comics). He also serves as a film/story/screenplay and transmedia consultant. He is currently a doctoral candidate at the University of Western Sydney. http://uws.academia.edu/JTVelikovsky/ Adam Brackin was director of game development at Fundi Interactive Games as the head writer and creator of various works of collaborative online fiction which have inspired his 'Circular Model of ARG Development.' He earned his Ph.D. in Humanities: Aesthetic Studies at the University of Texas at Dallas, where he now teaches Art and Technology, with a focus on video game design and online interactive/collaborative storytelling.

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