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.
ita
Tarantino, M., Tosoni, S., Raccordare mondi possibili: Transmedialità, videogioco e problemi di canone, <>, 2013; 2013 (2): 173-183 [http://hdl.handle.net/10807/52148]
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/10807/52148
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