Game On, Hollywood!
Essays on the Intersection of Video Games and Cinema
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About the Book
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling.
The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000–2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney’s Epic Mickey (2010 video game).
About the Author(s)
Bibliographic Details
Edited by Gretchen Papazian and Joseph Michael Sommers
Format: softcover (6 x 9)
Pages: 232
Bibliographic Info: notes, bibliography, filmography, index
Copyright Date: 2013
pISBN: 978-0-7864-7114-0
eISBN: 978-1-4766-0185-4
Imprint: McFarland
Table of Contents
Preface and Acknowledgments 1
Introduction: Manifest Narrativity—Video Games, Movies, and Art and Adaptation
Gretchen Papazian and Joseph Michael Sommers 8
Part I. The Rules of Engagement: Watching, Playing and Other Narrative Processes
1. Playing the Buffyverse, Playing the Gothic: Genre, Gender and Cross-Media Interactivity in Buffy the Vampire Slayer: Chaos Bleeds
Katrin Althans 20
2. Dead Eye: The Spectacle of Torture Porn in Dead Rising
Deborah Mellamphy 35
3. Playing (with) the Western: Classical Hollywood Genres in Modern Video Games
Jason W. Buel 47
4. Game-to-Film Adaptation and How Prince of Persia: The Sands of Time Negotiates the Difference Between Player and Audience
Ben S. Bunting, Jr. 58
5. Translation Between Forms of Interactivity: How to Build the Better Adaptation
Marcus Schulzke 70
Part II. The Terms of the Tale: Time, Place and Other Ideologically Constructed Conditions
6. Playing (in) the City: The Warriors and Images of Urban Disorder
Aubrey Anable 86
7. When Did Dante Become a Scythe-Wielding Badass? Modeling Adaption and Shifting Gender Convention in Dante’s Inferno
Denise A. Ayo 101
8. Some of This Happened to the Other Fellow: Remaking GoldenEye 007 with Daniel Craig
David McGowan 115
9. Zombie Stripper Geishas in the New Global Economy: Racism and Sexism in Video Games
Stewart Chang 129
Part III. Stories, Stories Everywhere (and Nowhere Just the Same): Transmedia Texts
10. “My name is Alan Wake. I’m a writer”: Crafting Narrative Complexity in the Age of Transmedia Storytelling
Michael Fuchs 144
11. Millions of Voices: Star Wars, Digital Games, Fictional Worlds and Franchise Canon
Felan Parker 156
12. The Hype Man as Racial Stereotype, Parody and Ghost in Afro Samurai
TreaAndrea M. Russworm 169
13. Epic Nostalgia: Narrative Play and Transmedia Storytelling in Disney Epic Mickey
Lisa K. Dusenberry 183
List of Selected Critical Sources, Films and Video Games 197
About the Contributors 214
Index 217
Book Reviews & Awards
- “Recommended”—Choice
- “Recommended”—Midwest Book Review