The paper further expands the canon analysis paradigm developed in Tarantino and Tosoni 2010, dealing with transmedia storytelling universes centered upon videoludic texts. The tripartite analysis we proposed in 2010 is applied and augmented with an in-depth analysis of critical cases which push our categories to the limit (the Pokèmon, Resident Evil, Zelda, Mario and Mass Effect universes). The proceedings show that our categories of static, partial and dynamic canon, and our centre-periphery spatialization principle, appear to work also on these cases.
Tarantino, M., Tosoni, S., Raccordare mondi possibili: Transmedialità, videogioco e problemi di canone, <<COMUNICAZIONI SOCIALI>>, 2013; 2013 (2): 173-183 [http://hdl.handle.net/10807/52148]
Raccordare mondi possibili: Transmedialità, videogioco e problemi di canone
Tarantino, Matteo;Tosoni, Simone
2013
Abstract
The paper further expands the canon analysis paradigm developed in Tarantino and Tosoni 2010, dealing with transmedia storytelling universes centered upon videoludic texts. The tripartite analysis we proposed in 2010 is applied and augmented with an in-depth analysis of critical cases which push our categories to the limit (the Pokèmon, Resident Evil, Zelda, Mario and Mass Effect universes). The proceedings show that our categories of static, partial and dynamic canon, and our centre-periphery spatialization principle, appear to work also on these cases.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.