• Login / Register
    Search 
    •   Home
    • Faculty of Arts and Media
    • Search
    •   Home
    • Faculty of Arts and Media
    • Search
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Browse

    All of ChesterRepCommunitiesTitleAuthorsPublication DateSubmit DateSubjectsPublisherJournalThis CommunityTitleAuthorsPublication DateSubmit DateSubjectsPublisherJournal

    My Account

    LoginRegister

    Filter by Category

    Subjectscomics (4)
    games (4)
    narrative (4)
    play (2)View MoreJournalImage [&] Narrative (1)Authors
    Grennan, Simon (4)
    Hague, Ian (4)TypesPresentation (3)Article (1)

    About

    AboutUniversity of Chester

    Statistics

    Display statistics
     

    Search

    Show Advanced FiltersHide Advanced Filters

    Filters

    Now showing items 1-4 of 4

    • List view
    • Grid view
    • Sort Options:
    • Relevance
    • Title Asc
    • Title Desc
    • Issue Date Asc
    • Issue Date Desc
    • Results Per Page:
    • 5
    • 10
    • 20
    • 40
    • 60
    • 80
    • 100

    • 4CSV
    • 4RefMan
    • 4EndNote
    • 4BibTex
    • Selective Export
    • Select All
    • Help
    Thumbnail

    Medium, Knowledge, Structure: capacities for choice and the contradiction of medium-specificity in games and comics.

    Grennan, Simon; Hague, Ian (ACME Group, University of Liege, 2016-06-01)
    A conference paper presented at ACME Research Group Conference, University of Liege.
    Thumbnail

    Play as narration: ‘Composition No1’ and ‘Elder Scrolls V: Skyrim’ .

    Grennan, Simon; Hague, Ian (9th ComFor Conference, Berlin., 2014-04-01)
    In reviews of Chris Ware’s Building Stories, critics regularly draw attention to the board-game like design of the comic’s box and elements of the text within. Yet while many have noted the similarities between Building Stories and the visual/physical design of board games such as Monopoly, and Ware himself has cited ‘French "Jeux Reunis" game sets from the late 19th and the early 20th century’ as one of the inspirations for the work’s design concept, few go as far as to suggest that Building Stories actually is a game. In this paper, Simon Grennan and Ian Hague will consider the ways in which Building Stories’ narrative structure mirrors those conventionally found in games. Drawing upon works published by Bethesda Softworks, such as Fallout 3, Fallout: New Vegas and the Elder Scrolls series, as well as comics including Jason Shiga’s Meanwhile and Actus Tragicus’ Actus Box: 5 Graphic Novellas, and literary works such as Marc Saporta’s Composition No.1 and B.S. Johnson’s The Unfortunates, Grennan and Hague will interrogate some of the formal and discursive relationships that open possibilities for revised interpretations of the differences between play and narrative, such as the productive structuring of choice, sources of narrative voice, the presence of untold plots, the impact of types of accumulated and excluded actions upon plot, and the narratological implications of subverting the social habits by which games, comics and literature are defined. Utilising Seymour Chatman’s 1978 theorisation of narrative as a ‘double time’ structure, being the time of the plot plus the time of the text, they will suggest that both games and comics promote specific discourse activities over others as conditions of comprehension, whilst sharing formal structures that are utilised in each register to underwrite the disctinctions between them. Hence, it is as possible to choose to read the cells of comic in any order as it is to choose one course of actions over another in a game. Grennan and Hague will analyse the degrees of similarity and difference between these options in their particular contexts, relative to an experience of a plot, in order to problematise the relationship between discourse and plot at the heart of Chatman’s theory.
    Thumbnail

    It's a book! It's a game! It's 'Building Stories'! Play, Plot and Narration in Graphic Narrative.

    Grennan, Simon; Hague, Ian (5th International Graphic Novel and Comics Conference, British Library London., 2014-06-01)
    In reviews of Chris Ware’s Building Stories, critics regularly draw attention to the board-game like design of the comic’s box and elements of the text within. Yet while many have noted the similarities between Building Stories and the visual/physical design of board games such as Monopoly, and Ware himself has cited ‘French "Jeux Reunis" game sets from the late 19th and the early 20th century’ as one of the inspirations for the work’s design concept, few go as far as to suggest that Building Stories actually is a game. In this paper, Simon Grennan and Ian Hague will consider the ways in which Building Stories’ narrative structure mirrors those conventionally found in games. Drawing upon works published by Bethesda Softworks, such as Fallout 3, Fallout: New Vegas and the Elder Scrolls series, as well as comics including Jason Shiga’s Meanwhile and Actus Tragicus’ Actus Box: 5 Graphic Novellas, and literary works such as Marc Saporta’s Composition No.1 and B.S. Johnson’s The Unfortunates, Grennan and Hague will interrogate some of the formal and discursive relationships between play and narrative, such as the productive structuring of choice, the impact of types of accumulated and excluded actions upon plot and the narratological implications of subverting the social habits by which games, comics and literature are defined. Utilising Seymour Chatman’s 1978 theorisation of narrative as a ‘double time’ structure, being the time of the plot plus the time of the text, they will suggest that both games and comics promote specific discourse activities over others as conditions of comprehension, whilst sharing formal structures that are utilised in each register to underwrite the distinctions between them. Hence, it is as possible to choose to read the cells of comic in any order as it is to choose one course of actions over another in a game. Grennan and Hague will analyse the degrees of similarity and difference between these options in their particular contexts, relative to an experience of a plot, in order to problematise the relationship between discourse and plot at the heart of Chatman’s theory.
    Thumbnail

    Medium, knowledge, structure: capacities for choice and the contradiction of medium-specificity in games and comics.

    Grennan, Simon; Hague, Ian (Image [&] Narrative Journal, 2018-03-01)
    Chris Ware’s Building Stories (2012) is a box containing fourteen items that can be read in any order, and for this reason it appears to offer its readers a great deal of choice over the narrative structure of the work. This paper contrasts Building Stories with the video games Fallout: New Vegas and The Elder Scrolls V: Skyrim to demonstrate that that although Building Stories does offer choices, these choices are not ultimately meaningful because while the reader can decide the order of presentation, they cannot decide the order of events as they can in the games, and in other examples such as Marc Saporta’s novel Composition No.1. The article draws upon the work of Seymour Chatman, Gonzalo Fresca and Espen Aarseth in analysing narratives in games and texts, and concludes by considering the implications of choice in narrative.
    DSpace software (copyright © 2002 - 2019)  DuraSpace
    Quick Guide | Contact Us
    Open Repository is a service operated by 
    Atmire NV
     

    Export search results

    The export option will allow you to export the current search results of the entered query to a file. Different formats are available for download. To export the items, click on the button corresponding with the preferred download format.

    By default, clicking on the export buttons will result in a download of the allowed maximum amount of items.

    To select a subset of the search results, click "Selective Export" button and make a selection of the items you want to export. The amount of items that can be exported at once is similarly restricted as the full export.

    After making a selection, click one of the export format buttons. The amount of items that will be exported is indicated in the bubble next to export format.