ACTION AND COMMUNICATION IN THE VIRTUAL WORLD OF VIDEO GAMES

The ambition of this paper is to discuss the possible ways of analysing one of the latest media of our times, the video games. By way of preliminary, we attempt to define the new media element that we call video game, followed by an investigation into the possibilities of narrative/discursive and me...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Studia Universitatis Babeș-Bolyai. Ephemerides 2017-06, Vol.62 (1), p.5-22
1. Verfasser: Péter, Árpád
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 22
container_issue 1
container_start_page 5
container_title Studia Universitatis Babeș-Bolyai. Ephemerides
container_volume 62
creator Péter, Árpád
description The ambition of this paper is to discuss the possible ways of analysing one of the latest media of our times, the video games. By way of preliminary, we attempt to define the new media element that we call video game, followed by an investigation into the possibilities of narrative/discursive and medial analyses applied to video games. We deem our article necessary as video games define our present to a great extent, filling in a considerable amount of time in the life of young and middle-aged individuals alike – still, there are very few domestic analyses on the complex narrative structures, rhetorical practices, and intermedial relationships of computer games. News on the extreme ‘overuse of computer games’ take charge of public discourse, reporting – otherwise rightly – on cases featuring computer game users for whom these media served as sources of inspiration for their engagement in violent acts. But, at the same time, we often tend to overlook the fact that this new medium offers excellent new possibilities for ‘taking possession’ of complex virtual worlds, establishing new types of communication media, and creating first-class narratives.
doi_str_mv 10.24193/subbeph.2017.1.01
format Article
fullrecord <record><control><sourceid>ceeol_cross</sourceid><recordid>TN_cdi_ceeol_journals_551739</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ceeol_id>551739</ceeol_id><sourcerecordid>551739</sourcerecordid><originalsourceid>FETCH-LOGICAL-c641-9e9cf9e70069776178d91a541406dc3aaf3480f55af30eca5db4ee69ac07efc93</originalsourceid><addsrcrecordid>eNpNj89Og0AYxDdGE2v1BYyHfQHw-2CXZRMvBGhLwp-kUj1ulmWJNlUaSA--fbFy8DSTSWYyP0IeEVyPofSfx1PT2OOH6wEKF13AK7LwIOCO5Jxf__O35G4c9wBciJAtyEsU11lV0qhMaFwVxa7M4uiSZCWtNyl9y7b1Lsrpe7XNE1qtpiBJK7qOivT1ntx0-jDah1mXpF6ldbxx8mo9zeSOCRg60krTSSsAAilEgCJsJWrOkEHQGl_rzmchdJxPBqzRvG2YtYHUBoTtjPSXxPubNUM_joPt1HH4_NLDj0JQF3w146tffIUKcCo9zSVr-4Pa96fhe_qoOEfhS_8Me1hTaQ</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>ACTION AND COMMUNICATION IN THE VIRTUAL WORLD OF VIDEO GAMES</title><source>Central and Eastern European Online Library - CEEOL Journals</source><creator>Péter, Árpád</creator><creatorcontrib>Péter, Árpád ; Faculty of Political, Administrative and Communication Sciences, Babeș-Bolyai University, Cluj-Napoca, Romania, peter.arpad1981@gmail.com</creatorcontrib><description>The ambition of this paper is to discuss the possible ways of analysing one of the latest media of our times, the video games. By way of preliminary, we attempt to define the new media element that we call video game, followed by an investigation into the possibilities of narrative/discursive and medial analyses applied to video games. We deem our article necessary as video games define our present to a great extent, filling in a considerable amount of time in the life of young and middle-aged individuals alike – still, there are very few domestic analyses on the complex narrative structures, rhetorical practices, and intermedial relationships of computer games. News on the extreme ‘overuse of computer games’ take charge of public discourse, reporting – otherwise rightly – on cases featuring computer game users for whom these media served as sources of inspiration for their engagement in violent acts. But, at the same time, we often tend to overlook the fact that this new medium offers excellent new possibilities for ‘taking possession’ of complex virtual worlds, establishing new types of communication media, and creating first-class narratives.</description><identifier>ISSN: 2065-9555</identifier><identifier>ISSN: 1224-872X</identifier><identifier>EISSN: 2065-9555</identifier><identifier>DOI: 10.24193/subbeph.2017.1.01</identifier><language>eng</language><publisher>Studia Universitatis Babes-Bolyai</publisher><subject>Politics / Political Sciences</subject><ispartof>Studia Universitatis Babeș-Bolyai. Ephemerides, 2017-06, Vol.62 (1), p.5-22</ispartof><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Uhttps://www.ceeol.com//api/image/getissuecoverimage?id=picture_2017_33583.png</thumbnail><link.rule.ids>314,780,784,21362,27924,27925</link.rule.ids></links><search><creatorcontrib>Péter, Árpád</creatorcontrib><creatorcontrib>Faculty of Political, Administrative and Communication Sciences, Babeș-Bolyai University, Cluj-Napoca, Romania, peter.arpad1981@gmail.com</creatorcontrib><title>ACTION AND COMMUNICATION IN THE VIRTUAL WORLD OF VIDEO GAMES</title><title>Studia Universitatis Babeș-Bolyai. Ephemerides</title><addtitle>Studia Universitatis BabesBolyai Ephemerides</addtitle><description>The ambition of this paper is to discuss the possible ways of analysing one of the latest media of our times, the video games. By way of preliminary, we attempt to define the new media element that we call video game, followed by an investigation into the possibilities of narrative/discursive and medial analyses applied to video games. We deem our article necessary as video games define our present to a great extent, filling in a considerable amount of time in the life of young and middle-aged individuals alike – still, there are very few domestic analyses on the complex narrative structures, rhetorical practices, and intermedial relationships of computer games. News on the extreme ‘overuse of computer games’ take charge of public discourse, reporting – otherwise rightly – on cases featuring computer game users for whom these media served as sources of inspiration for their engagement in violent acts. But, at the same time, we often tend to overlook the fact that this new medium offers excellent new possibilities for ‘taking possession’ of complex virtual worlds, establishing new types of communication media, and creating first-class narratives.</description><subject>Politics / Political Sciences</subject><issn>2065-9555</issn><issn>1224-872X</issn><issn>2065-9555</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2017</creationdate><recordtype>article</recordtype><sourceid>REL</sourceid><recordid>eNpNj89Og0AYxDdGE2v1BYyHfQHw-2CXZRMvBGhLwp-kUj1ulmWJNlUaSA--fbFy8DSTSWYyP0IeEVyPofSfx1PT2OOH6wEKF13AK7LwIOCO5Jxf__O35G4c9wBciJAtyEsU11lV0qhMaFwVxa7M4uiSZCWtNyl9y7b1Lsrpe7XNE1qtpiBJK7qOivT1ntx0-jDah1mXpF6ldbxx8mo9zeSOCRg60krTSSsAAilEgCJsJWrOkEHQGl_rzmchdJxPBqzRvG2YtYHUBoTtjPSXxPubNUM_joPt1HH4_NLDj0JQF3w146tffIUKcCo9zSVr-4Pa96fhe_qoOEfhS_8Me1hTaQ</recordid><startdate>20170630</startdate><enddate>20170630</enddate><creator>Péter, Árpád</creator><general>Studia Universitatis Babes-Bolyai</general><scope>AE2</scope><scope>BIXPP</scope><scope>REL</scope><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>20170630</creationdate><title>ACTION AND COMMUNICATION IN THE VIRTUAL WORLD OF VIDEO GAMES</title><author>Péter, Árpád</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c641-9e9cf9e70069776178d91a541406dc3aaf3480f55af30eca5db4ee69ac07efc93</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2017</creationdate><topic>Politics / Political Sciences</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Péter, Árpád</creatorcontrib><creatorcontrib>Faculty of Political, Administrative and Communication Sciences, Babeș-Bolyai University, Cluj-Napoca, Romania, peter.arpad1981@gmail.com</creatorcontrib><collection>Central and Eastern European Online Library (C.E.E.O.L.) (DFG Nationallizenzen)</collection><collection>CEEOL: Open Access</collection><collection>Central and Eastern European Online Library - CEEOL Journals</collection><collection>CrossRef</collection><jtitle>Studia Universitatis Babeș-Bolyai. Ephemerides</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Péter, Árpád</au><aucorp>Faculty of Political, Administrative and Communication Sciences, Babeș-Bolyai University, Cluj-Napoca, Romania, peter.arpad1981@gmail.com</aucorp><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>ACTION AND COMMUNICATION IN THE VIRTUAL WORLD OF VIDEO GAMES</atitle><jtitle>Studia Universitatis Babeș-Bolyai. Ephemerides</jtitle><addtitle>Studia Universitatis BabesBolyai Ephemerides</addtitle><date>2017-06-30</date><risdate>2017</risdate><volume>62</volume><issue>1</issue><spage>5</spage><epage>22</epage><pages>5-22</pages><issn>2065-9555</issn><issn>1224-872X</issn><eissn>2065-9555</eissn><abstract>The ambition of this paper is to discuss the possible ways of analysing one of the latest media of our times, the video games. By way of preliminary, we attempt to define the new media element that we call video game, followed by an investigation into the possibilities of narrative/discursive and medial analyses applied to video games. We deem our article necessary as video games define our present to a great extent, filling in a considerable amount of time in the life of young and middle-aged individuals alike – still, there are very few domestic analyses on the complex narrative structures, rhetorical practices, and intermedial relationships of computer games. News on the extreme ‘overuse of computer games’ take charge of public discourse, reporting – otherwise rightly – on cases featuring computer game users for whom these media served as sources of inspiration for their engagement in violent acts. But, at the same time, we often tend to overlook the fact that this new medium offers excellent new possibilities for ‘taking possession’ of complex virtual worlds, establishing new types of communication media, and creating first-class narratives.</abstract><pub>Studia Universitatis Babes-Bolyai</pub><doi>10.24193/subbeph.2017.1.01</doi><tpages>18</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 2065-9555
ispartof Studia Universitatis Babeș-Bolyai. Ephemerides, 2017-06, Vol.62 (1), p.5-22
issn 2065-9555
1224-872X
2065-9555
language eng
recordid cdi_ceeol_journals_551739
source Central and Eastern European Online Library - CEEOL Journals
subjects Politics / Political Sciences
title ACTION AND COMMUNICATION IN THE VIRTUAL WORLD OF VIDEO GAMES
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-03T20%3A32%3A19IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-ceeol_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=ACTION%20AND%20COMMUNICATION%20IN%20THE%20VIRTUAL%20WORLD%20OF%20VIDEO%20GAMES&rft.jtitle=Studia%20Universitatis%20Babes%CC%A6-Bolyai.%20Ephemerides&rft.au=P%C3%A9ter,%20%C3%81rp%C3%A1d&rft.aucorp=Faculty%20of%20Political,%20Administrative%20and%20Communication%20Sciences,%20Babe%C8%99-Bolyai%20University,%20Cluj-Napoca,%20Romania,%20peter.arpad1981@gmail.com&rft.date=2017-06-30&rft.volume=62&rft.issue=1&rft.spage=5&rft.epage=22&rft.pages=5-22&rft.issn=2065-9555&rft.eissn=2065-9555&rft_id=info:doi/10.24193/subbeph.2017.1.01&rft_dat=%3Cceeol_cross%3E551739%3C/ceeol_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_ceeol_id=551739&rfr_iscdi=true