ITU

Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

Standard

Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise. / Blom, Johanna.

DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message. DIGRA, 2018.

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

Harvard

Blom, J 2018, Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise. in DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message. DIGRA. <http://www.digra.org/wp-content/uploads/digital-library/DIGRA_2018_paper_105.pdf>

APA

Blom, J. (2018). Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise. In DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message DIGRA. http://www.digra.org/wp-content/uploads/digital-library/DIGRA_2018_paper_105.pdf

Vancouver

Blom J. Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise. In DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message. DIGRA. 2018

Author

Blom, Johanna. / Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise. DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message. DIGRA, 2018.

Bibtex

@inproceedings{d371a47b01ed4a25a22adf81eb40a784,
title = "Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise",
abstract = "Transmedia storytelling implies that each medium is a device with the same storytelling capacity to equally contribute to a single coherent world. Specifically games become an issue when transmedial worlds rely on storytelling and the imagination, since they tend to disrupt the sense of coherence within transmedial worlds. Through a case study of the Overwatch franchise (Blizzard Entertainment 2016 – 2018), this paper challenges the notion of transmedial worlds central to the idea of transmedia storytelling. Based on Anderson{\textquoteright}s notion of Imagined Communities (1983), it proposes instead to consider transmedial universes that include games such as Overwatch as shared universes that take into consideration various types of worlds, such as virtual worlds, by focusing on how the Overwatch franchise supports the connection between consumers.",
keywords = "transmedia, game world",
author = "Johanna Blom",
year = "2018",
month = jul,
language = "English",
booktitle = "DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message",
publisher = "DIGRA",

}

RIS

TY - GEN

T1 - Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise

AU - Blom, Johanna

PY - 2018/7

Y1 - 2018/7

N2 - Transmedia storytelling implies that each medium is a device with the same storytelling capacity to equally contribute to a single coherent world. Specifically games become an issue when transmedial worlds rely on storytelling and the imagination, since they tend to disrupt the sense of coherence within transmedial worlds. Through a case study of the Overwatch franchise (Blizzard Entertainment 2016 – 2018), this paper challenges the notion of transmedial worlds central to the idea of transmedia storytelling. Based on Anderson’s notion of Imagined Communities (1983), it proposes instead to consider transmedial universes that include games such as Overwatch as shared universes that take into consideration various types of worlds, such as virtual worlds, by focusing on how the Overwatch franchise supports the connection between consumers.

AB - Transmedia storytelling implies that each medium is a device with the same storytelling capacity to equally contribute to a single coherent world. Specifically games become an issue when transmedial worlds rely on storytelling and the imagination, since they tend to disrupt the sense of coherence within transmedial worlds. Through a case study of the Overwatch franchise (Blizzard Entertainment 2016 – 2018), this paper challenges the notion of transmedial worlds central to the idea of transmedia storytelling. Based on Anderson’s notion of Imagined Communities (1983), it proposes instead to consider transmedial universes that include games such as Overwatch as shared universes that take into consideration various types of worlds, such as virtual worlds, by focusing on how the Overwatch franchise supports the connection between consumers.

KW - transmedia

KW - game world

M3 - Article in proceedings

BT - DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

PB - DIGRA

ER -

ID: 83661738