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Characters are a vital aspect of today's transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters' identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the
Mass Effect series,
Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
List of contents
A brief note Japanese names and words, Chapter 1: Introducing the dynamic game character, Chapter 2: Characters in contemporary media, Chapter 3: How the dynamic game character develops, Chapter 4: Strategies to control a character's transtextual identities, Chapter 5: Parasocial relationships with non-playable characters, Chapter 6: The construction of transmedia game characters, Chapter 7: The future of dynamic game characters, Glossary A brief typology on characters, Complete bibliography, Index .
About the author
Joleen Blom is a university lecturer at the Centre of Excellence in Game Culture Studies at the Tampere University Game Research Lab. She is the author of
Video Game Characters and Transmedia Storytelling published at the Amsterdam University Press. For more, see joleenblom.com