The imaginary features and themes of the video games are in part influenced by pre-existing literary or cinematic fiction. While the notion of the romanesque is, by definition, an intrinsically literary concept, we have known for a long time that the romanesque constitutes a type of modeling of reality, which has been exported from one medium to another and connotes the novel outside the novel. It is this transmedia romanesque, part book and part video game, that this issue intends to explore.
CLIL theme: 4027 -- SCIENCES HUMAINES ET SOCIALES, LETTRES -- Lettres et Sciences du langage -- Lettres -- Etudes littéraires générales et thématiques
ISBN:978-2-406-12548-8
EAN:9782406125488
ISSN: 2271-7242
DOI: 10.48611/isbn.978-2-406-12548-8.p.0011
Publisher: Classiques Garnier
Online publication: 12-08-2021
Periodicity: Biannual
Language: French
Keyword: game, video game, digital culture, romanesque, transmediality