AccueilContemporary Research on Intertextuality in Video Games

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Publié le lundi 26 janvier 2015 par Elsa Zotian

Résumé

While intertextuality is an ever-present phenomenon in video games and connects to other media and other popular culture products, there are few articles or doctoral thesis related to this subject, and to date no monograph or collective books. This book proposal is an answer to this lack of publications on intertextuality in video games. This book will aim to provide relevant theoretical frameworks and the latest empirical research findings in the area. The impact on game studies is important because it allows us to understand: the relationship of games to other media; a part of the motivation of the player to engage in a game; the ways in which the culture industry can use this phenomenon to improve the quality and attractiveness of games (for example, the creation of derivative works such as novels, comics and cartoons).

Annonce

Argument

Intertextuality is defined by Maingueneau (1976) as "a set of relationships with other texts manifesting within a text." Sollers (1968), meanwhile, defines intertextuality as "every text situates itself at the junction of several texts of which it is at once the re-reading, the accentuation, the condensation, the displacement and the inwardness." In this respect, Kristeva (1969)  states that "every text is constructed like a mosaic of quotations,  every text absorbs and transforms other texts." The notion of intertextuality has changed considerably through its 80-year history. This notion has evolved through a process of socio-historical definition, pointing alternately to hermeneutical, poetic, genetic, sociodiscursive, and sociocritical phenomenons. Recent approaches to intertextuality have taken a more polysemic and polemic form, expanding to adaptation, transmediality, and transfictionalization.  In this light, the terms "intertextuality" and "intertext" currently refer to a constellation of textual relations and various texts.These include (but are not limited to): co-texts, metafictions, transfictions, transmedia storytelling, adaptations, autotextuality, intertextual irony, general or limited intertextuality, external or internal intertextuality, plagiarism, pastiche, charge, forgery and parody, quotation, interimage, prescriptive intertextuality, and doctrinal intertextuality, allusion, metatextuality and hypertextuality, architextuality, and paratextuality. In practice, intertextuality has become functional, saved from the danger of becoming a catch-all concept that could fit everything and its opposite. Few authors have discussed intertextuality and its derivative terms in the context of game studies.  This book endeavors to discuss intertextuality and its myriad applications to video games.  

Objective 

While intertextuality is an ever-present phenomenon in video games and connects to other media and other popular culture products, there are few articles or doctoral thesis related to this subject, and to date no monograph or collective books. This book proposal is an answer to this lack of publications on  intertextuality in video games. This book will aim to provide relevant theoretical frameworks and the latest empirical research findings in the area. The impact on game studies is important because it allows us to understand:
  • the relationship of games to other media;
  • a part of the motivation of the player to engage in a game;
  • the ways in which the culture industry can use this phenomenon to improve the quality and attractiveness of games (for example, the creation of derivative works such as novels, comics and cartoons).

Target Audience

The target audience of this book will be composed of game designers and researchers working in the field of media arts, game studies, information and communication sciences, literature, media studies and education.

Recommended Topics

  • Intertextuality in video games
  • Architextuality and video games
  • Autotextuality in video games
  • Metatextuality and video games
  • Paratextuality and video games
  • Adaptation from video games to films/novels/serials/comics
  • Adaptation from films/novels/serials/comics to video games
  • Transfictionality and video games
  • Video games within media franchises
  • Transmedia storytelling and video games
  • Plagiarism and influence within video games
  • Video games as fan fiction or fan fictions wrote according to video games

Submission Procedure

Researchers and practitioners are invited to submit a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter

on or before February 28, 2015.

Authors will be notified by April 30, 2015 about the status of their proposals and sent chapter guidelines.

Full chapters are expected to be submitted by June 15, 2015.

 August 30, 2015: Review Results to Authors

September 30, 2015: Revised Chapter Submission

Contributors may also be requested to serve as reviewers for this project.

There are no submission or acceptance fees for manuscripts submitted to this book publication, Contemporary Research on Intertextuality in Video Games.

Evaluation

All manuscripts are accepted based on a double-blind peer review editorial process.

To propose a chapter: http://www.igi-global.com/publish/call-for-papers/submit/1655

Editors

  • Christophe Duret (Université de Sherbrooke)
  • Christian-Marie Pons (Université de Sherbrooke)

Publisher

This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in 2016.

Book Series

For release in the Advances in Media, Entertainment, and the Arts (AMEA) book series Series Editor(s): Giuseppe Amoruso (Politecnico di Milano, Italy) The Advances in Media, Entertainment, and the Arts (AMEA) book series aims to explore current academic research in the field of artistic and design methodologies, applied arts, music, film, television, and news industries, as well as popular culture. Encompassing titles which focus on the latest research surrounding different design areas, services and strategies for communication and social innovation, cultural heritage, digital and print media, journalism, data visualization, gaming, design representation, television and film, as well as both the fine applied and performing arts, the AMEA book series is ideally suited for researchers, students, cultural theorists, and media professionals.

Inquiries

Christophe Duret Université de Sherbrooke christophe.duret@hotmail.com

Dates

  • samedi 28 février 2015

Mots-clés

  • intertextualité, game studies, transtextualité, transmédialité, jeux vidéo

Contacts

  • Christophe Duret
    courriel : christophe [dot] duret [at] hotmail [dot] com

URLS de référence

Source de l'information

  • Christophe Duret
    courriel : christophe [dot] duret [at] hotmail [dot] com

Pour citer cette annonce

« Contemporary Research on Intertextuality in Video Games », Appel à contribution, Calenda, Publié le lundi 26 janvier 2015, http://calenda.org/315945