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Booth, Paul: "Playing Dead. Transmedia Pathos and Plot in The Walking Dead Board Games." In: Intensities: The Journal of Cult Media 7 (2014), S. 20–35, <https://intensitiescult ... aying-dead-pp-21-35.pdf> (Zugriff: 1. Juli 2016) 
Added by: joachim (01 Jul 2016 09:33:21 UTC)   
Resource type: Web Article
Languages: englisch
Peer reviewed
BibTeX citation key: Booth2014
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Categories: General
Keywords: "The Walking Dead", Adaption, Adlard. Charlie, Horrorcomic, Intermedialität, Kirkman. Robert, Spiel, USA
Creators: Booth
Collection: Intensities: The Journal of Cult Media
Views: 3/62
Views index: 4%
Popularity index: 1%
Attachments   URLs   https://intensitie ... -dead-pp-21-35.pdf
Abstract
In a rapidly converging media environment, the relationship between games as ancillary products to a narrative core franchise generally problematises conceptions of transmedia coherence. Almost by definition, media-based board games cannot influence transmedia narrative development. If games are not narratively consequential, can they even be considered transmediated?
In this article, I argue that to integrate board games into a transmedia franchise requires a more inclusive view of the concept of transmedia storytelling. Previous analyses of transmediation, most taking their cue from Henry Jenkins canonical 2003 definition, articulate the term as a plot-based aspect of narrative. However, integrating games into a transmedia franchise means opening up the term to include affect and pathos as additional components of narrativity. I conclude that the affect of individual audience members generated via character pathos is an important and relevant aspect of game/story transmediation. Using The Walking Dead board games as case studies, I extend research into transmediation as it portends a more affective transmedia environment.

  
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