Literatura, cine, videojuego y cómic: la transmedialidad en The Warriors
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Universidad de Málaga
Abstract
En la sociedad actual, el concepto de
transmedialidad propuesto por Henry
Jenkins es una constante en cualquier
medio narrativo, creando una comunicación
persistente entre soportes y ampliando
la inmersión en los mundos de ficción
que proponen. En esta tesitura sobresale
la aparición del videojuego y su posibilidad
de aumentar la inmersión en los
mundos propuestos en el propio y diferentes
soportes, permitiendo una mayor
profundización en la obra narrativa. Este
artículo tiene por objetivo analizar los
procesos de transmedialidad e intermedialidad
presentes en el videojuego The
Warriors (2005), de la compañía
Rockstar Games, y como en él se presenta
y expande el universo desarrollado por
Sol Yurik en su novela homónima en 1965
y plasmada en imágenes por la adaptación
cinematográfica dirigida por Walter
Hill en 1979, sin olvidarse de su continuación
en viñetas publicada por Dymanite
Comics en 2012. Con ello se pretende
observar como el medio videolúdico se
presenta como un elemento vehicular que
ayuda a organizar una experiencia intermedial
claramente contemporánea, a la
vez que intensifica la inmersión narrativa
en ese mundo ficticio
In today’s society, Henry Jenkin’s transmediality concept is regular in the narrative media, making a constant comunication betwen supports and extending inmersion in the proposed fictional worlds. In this situation the video game’s appearance and its ability to increase immersion in the proposed world in different media, allowing greater deph in the narrative work. This article focuses on analyze the process of transmediality and present intermediality in the Rockstar Game’s video game The Warriors (2005), and as it is presented and expands the universe developed by Sol Yurik in his novel in 1965 and the film adaptation directed by Walter Hill in 1979, and its continuation in comick-book published by Dymanite Comics in 2012. This is to see how the videogame medium is presented as a vehicle element that helps organize a clearly contemporary intermedia experience, while it is intensifying the narrative immersion in this fictional world
In today’s society, Henry Jenkin’s transmediality concept is regular in the narrative media, making a constant comunication betwen supports and extending inmersion in the proposed fictional worlds. In this situation the video game’s appearance and its ability to increase immersion in the proposed world in different media, allowing greater deph in the narrative work. This article focuses on analyze the process of transmediality and present intermediality in the Rockstar Game’s video game The Warriors (2005), and as it is presented and expands the universe developed by Sol Yurik in his novel in 1965 and the film adaptation directed by Walter Hill in 1979, and its continuation in comick-book published by Dymanite Comics in 2012. This is to see how the videogame medium is presented as a vehicle element that helps organize a clearly contemporary intermedia experience, while it is intensifying the narrative immersion in this fictional world
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Lorenzo Otero, J. (2017). Literatura, cine, videojuego y cómic: la transmedialidad en The Warriors. Fotocinema. Revista científica de cine y fotografía, 0(14), 255-273. doi:http://dx.doi.org/10.24310/Fotocinema.2017.v0i14.3601
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http://dx.doi.org/10.24310/Fotocinema.2017.v0i14.3601Sponsors
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Creative-Commons de tipo Reconocimiento-NoComercial-SinObraDerivada
Atribución-NoComercial 4.0 Internacional
Atribución-NoComercial 4.0 Internacional



