front cover of Make Ours Marvel
Make Ours Marvel
Media Convergence and a Comics Universe
Edited by Matt Yockey
University of Texas Press, 2017

The creation of the Fantastic Four effectively launched the Marvel Comics brand in 1961. Within ten years, the introduction (or reintroduction) of characters such as Spider-Man, the Hulk, Iron Man, Captain America, and the X-Men catapulted Marvel past its primary rival, DC Comics, for domination of the comic book market. Since the 2000s, the company’s iconic characters have leaped from page to screens with the creation of the Marvel Cinematic Universe, which includes everything from live-action film franchises of Iron Man and the Avengers to television and streaming media, including the critically acclaimed Netflix series Daredevil and Jessica Jones. Marvel, now owned by Disney, has clearly found the key to transmedia success.

Make Ours Marvel traces the rise of the Marvel brand and its transformation into a transmedia empire over the past fifty years. A dozen original essays range across topics such as how Marvel expanded the notion of an all-star team book with The Avengers, which provided a roadmap for the later films, to the company’s attempts to create lasting female characters and readerships, to its regular endeavors to reinvigorate its brand while still maintaining the stability that fans crave. Demonstrating that the secret to Marvel’s success comes from adeptly crossing media boundaries while inviting its audience to participate in creating Marvel’s narrative universe, this book shows why the company and its characters will continue to influence storytelling and transmedia empire building for the foreseeable future.

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front cover of Methods and Methodologies for Research in Digital Writing and Rhetoric, Volume 1
Methods and Methodologies for Research in Digital Writing and Rhetoric, Volume 1
Centering Positionality in Computers and Writing Scholarship
Crystal VanKooten
University Press of Colorado, 2023
Methods and Methodologies explores how researchers theorize, design, enact, reflect on, and revise digital writing research. The contributors to the two volumes of this edited collection explore how digital technologies can be used to solve problems, challenge the status quo, and address inequities. In some cases, they do so by using familiar digital technologies in novel ways. In other cases, they explain the use of relatively new or less familiar technologies such as digital mapping apps, Twitter bots, audio-visual captions, and computer programming code. By reflecting on the lessons that emerged from their work—and in particular on their own positionality—the authors provide methodological narratives that are personal, professional, and individual yet foundational. By combining attention to human positionality and digital technology, Methods and Methodologies addresses important social issues and questions related to writing and rhetoric.
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front cover of Methods and Methodologies for Research in Digital Writing and Rhetoric, Volume 2
Methods and Methodologies for Research in Digital Writing and Rhetoric, Volume 2
Centering Positionality in Computers and Writing Scholarship
Victor Del Hierro
University Press of Colorado, 2023

Methods and Methodologies explores how researchers theorize, design, enact, reflect on, and revise digital writing research. The contributors to the two volumes of this edited collection explore how digital technologies can be used to solve problems, challenge the status quo, and address inequities. In some cases, they do so by using familiar digital technologies in novel ways. In other cases, they explain the use of relatively new or less familiar technologies such as digital mapping apps, Twitter bots, audio-visual captions, and computer programming code. By reflecting on the lessons that emerged from their work—and in particular on their own positionality—the authors provide methodological narratives that are personal, professional, and individual yet foundational. By combining attention to human positionality and digital technology, Methods and Methodologies addresses important social issues and questions related to writing and rhetoric.

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Playing at Narratology
Digital Media as Narrative Theory
Daniel Punday
The Ohio State University Press, 2019
In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday’s Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game.
 
Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts—concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological ability and tied to how we physically interact with a medium, creating new and complicated questions: Is the game designer the implied author or the narrator? Is the space on the screen simply the story’s setting? Playing at Narratology guides us through the evolution of narrative in new media without abandoning the field’s theoretical foundations.
 
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front cover of Stories
Stories
Screen Narrative in the Digital Era
Edited by Ian Christie and Annie van der Oever
Amsterdam University Press, 2018
Stories are perceived as central to modern life. Not only in narrative entertainment media, such as television, cinema, theater, but also in social media. Telling/having "a story" is widely deemed essential, in business as well as in social life. Does this mark an intensification of what has always been part of human cultures; or has the realm of "story" expanded to dominate twenty-first century discourse? Addressing stories is an obvious priority for the Key Debates series, and Volume 7, edited by Ian Christie and Annie van den Oever, identifies new phenomena in this field — complex narration, puzzle films, transmedia storytelling — as well as new approaches to understanding these, within narratology and bio-cultural studies. Chapters on such extended television series as Twin Peaks, Game of Thrones and Dickensian explore distinctively new forms of screen storytelling in the digital age.With contributions by Vincent Amiel, Jan Baetens, Dominique Chateau, Ian Christie, John Ellis, Miklós Kiss, Eric de Kuyper, Sandra Laugier, Luke McKernan, José Moure, Roger Odin, Annie van den Oever, Melanie Schiller, Steven Willemsen, Robert Ziegler.
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front cover of World Building
World Building
Transmedia, Fans, Industries
Edited by Marta Boni
Amsterdam University Press, 2017
Thanks to modern technology, we are now living in an age of multiplatform fictional worlds, as television, film, the Internet, graphic novels, toys and more facilitate the creation of diverse yet compact imaginary universes, which are often recognisable as brands and exhibit well-defined identities. This volume, situated at the cutting edge of media theory, explores this phenomenon from both theoretical and practical perspectives, uncovering how the construction of these worlds influences our own determination of values and meaning in contemporary society.
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