000 | 01096cam a2200217 4500500 | ||
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005 | 20250121081250.0 | ||
041 | _afre | ||
042 | _adc | ||
100 | 1 | 0 |
_aChevaldonné, Yves _eauthor |
245 | 0 | 0 | _aIntertextuality between Video Games, Literature, Film and Comics |
260 | _c2012. | ||
500 | _a35 | ||
520 | _aChanging trends in literature, film, comics and video games are tending towards convergence, both in economic terms (multimedia versions of imaginary worlds) and artistically (reciprocal influences). Here we discuss these converging trends through an exploration of imaginary worlds from science fiction to heroic fantasy, from three different angles: the production system, the representations conveyed and aesthetic aspects. | ||
690 | _arepresentations | ||
690 | _aproduction methods | ||
690 | _aintertextuality | ||
690 | _acultural industries | ||
690 | _avideo games | ||
786 | 0 | _nHermès, La Revue | o 62 | 1 | 2012-04-01 | p. 115-121 | 0767-9513 | |
856 | 4 | 1 | _uhttps://shs.cairn.info/journal-hermes-la-revue-2012-1-page-115?lang=en&redirect-ssocas=7080 |
999 |
_c497727 _d497726 |