Questioni di canone. Strategie di raccordo tra audiovisivi e videogiochi nella produzione di mondi possibili transmediali - Matteo Tarantino, Simone Tosoni - Vita e Pensiero - Articolo Comunicazioni Sociali Vita e Pensiero

Questioni di canone. Strategie di raccordo tra audiovisivi e videogiochi nella produzione di mondi possibili transmediali

digital Questioni di canone. Strategie di raccordo tra audiovisivi e videogiochi nella produzione di mondi possibili transmediali
Article
journal COMUNICAZIONI SOCIALI
issue COMUNICAZIONI SOCIALI - 2009 - 1. Arredo di serie. I mondi possibili della serialità televisiva americana
title Questioni di canone. Strategie di raccordo tra audiovisivi e videogiochi nella produzione di mondi possibili transmediali
Authors ,
Publisher Vita e Pensiero
format Article | Pdf
online since 01-2009
issn 0392-8667 (print) | 1827-7969 (digital)
Write a comment for this product
€ 6.00

Ebook format Pdf readable on these devices:

Inside the complex scenarios open to a convergence, the essay proposes the focalization on a specific sphere: the building of transmedial possible worlds. It focuses particularly on the different connection strategies between videogames and audiovisuals created by the production. Within its limits, the intervention investigates the evolution of the franchising companies having as their main product the audiovisual text: that is to say, from movies and films for TV to videogames. To this purpose, the concept of ‘standardization’ is introduced as a key to the interpretation of the different connection strategies. With ‘standardization’ we mean the ‘official’ inclusion modalities of text elements (events, places, characters) in a ‘decorated world’ of reference. Therefore, three main different forms of standardization are historically recognized. The first one, prevailing in the long run, is the one of the non-complexity of standardization, in which the relationship between audiovisual and videogame turns out as being mono-directional (from the first to the second, without any possibility to go back): the videogame is not called to be a part of the possible world of narration. The second one, which lets us come closer to nowadays sceneries, is the one of total standardization (experimented by Matrix universe), in which both movies and videogames contribute to the decoration of a possible world. In this way, the question will be that of definition of possible ‘centers’ and ‘outskirts’. In this way, some media will host places, characters and main events (in the analyzed evolution line, the audiovisuals), while others will host accessories, for the deepening or embellishment (in the evolution line, the videogames). Finally, through the analysis of the relation between the videogame Lost: Via Domus and the television series Lost of which it is licensee, there seems to be a third possibility: the dynamic standardization, in which the status of standardization can be strategically conferrable to the standardizing authority, reversibly over time. This cannot be done with whole texts, but with specific elements of possible worlds, staged by each one of them (or better by the peripheral ones).

Latest issue

Anno: 2021 - n. 3

Newsletter CS

* required fields
Academia.edu