University of Hertfordshire

By the same authors

Game Comics: Theory and design

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

Standard

Game Comics : Theory and design. / Goodbrey, Daniel.

Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. ed. / Adreas Rauscher; Daniel Stein; Jan-Noël Thon. 1st. ed. London : Routledge Taylor & Francis Group, 2020. p. 45-59.

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

Harvard

Goodbrey, D 2020, Game Comics: Theory and design. in A Rauscher, D Stein & J-N Thon (eds), Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. 1st edn, Routledge Taylor & Francis Group, London, pp. 45-59. <https://www.taylorfrancis.com/chapters/oa-edit/10.4324/9781003035466-5/game-comics-daniel-merlin-goodbrey?context=ubx>

APA

Goodbrey, D. (2020). Game Comics: Theory and design. In A. Rauscher, D. Stein, & J-N. Thon (Eds.), Comics and Videogames: From Hybrid Medialities to Transmedia Expansions (1st ed., pp. 45-59). Routledge Taylor & Francis Group. https://www.taylorfrancis.com/chapters/oa-edit/10.4324/9781003035466-5/game-comics-daniel-merlin-goodbrey?context=ubx

Vancouver

Goodbrey D. Game Comics: Theory and design. In Rauscher A, Stein D, Thon J-N, editors, Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. 1st ed. London: Routledge Taylor & Francis Group. 2020. p. 45-59

Author

Goodbrey, Daniel. / Game Comics : Theory and design. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. editor / Adreas Rauscher ; Daniel Stein ; Jan-Noël Thon. 1st. ed. London : Routledge Taylor & Francis Group, 2020. pp. 45-59

Bibtex

@inbook{4789903b566748f28a836243c7e32a21,
title = "Game Comics: Theory and design",
abstract = "A history of visual influence and narrative crossover exists between comics and videogames. The digital mediation of comics has resulted in the two forms sharing common platforms for creation, distribution, and consumption. In combination with their shared spatial nature, these circumstances have led to the beginnings of hybridization between the two forms. The resulting “game comics” are a hybrid format that exhibit some of the key characteristics of games and use some of the key characteristics of the form of comics as the basis for their gameplay. This chapter focuses on the design and creation of game comics and considers a range of aesthetic, ludic, and narrative challenges that must be met in order to achieve a successful outcome. It provides a practice-based inquiry into how comics narratives can integrate progression-based gameplay and how gameplay in turn can create narrative. It examines how comics can incorporate gaming tropes from the adventure and puzzle genres, without diminishing the key characteristics of the form of comics. The chapter also examines the application of common videogame design methodologies within a comics creation context and highlights some of the practical and conceptual difficulties that can problematize and limit successful game comics creation.",
keywords = "games, comics, hypercomics, game comics",
author = "Daniel Goodbrey",
note = "{\textcopyright} 2021 The Authors. This is an open access work distributed under the terms of the Creative Commons Attribution-Non Commercial No Derivatives Licence, https://creativecommons.org/licenses/by-nc-nd/4.0/",
year = "2020",
month = oct,
day = "19",
language = "English",
isbn = "9780367474195",
pages = "45--59",
editor = "Adreas Rauscher and Daniel Stein and Jan-No{\"e}l Thon",
booktitle = "Comics and Videogames",
publisher = "Routledge Taylor & Francis Group",
edition = "1st",

}

RIS

TY - CHAP

T1 - Game Comics

T2 - Theory and design

AU - Goodbrey, Daniel

N1 - © 2021 The Authors. This is an open access work distributed under the terms of the Creative Commons Attribution-Non Commercial No Derivatives Licence, https://creativecommons.org/licenses/by-nc-nd/4.0/

PY - 2020/10/19

Y1 - 2020/10/19

N2 - A history of visual influence and narrative crossover exists between comics and videogames. The digital mediation of comics has resulted in the two forms sharing common platforms for creation, distribution, and consumption. In combination with their shared spatial nature, these circumstances have led to the beginnings of hybridization between the two forms. The resulting “game comics” are a hybrid format that exhibit some of the key characteristics of games and use some of the key characteristics of the form of comics as the basis for their gameplay. This chapter focuses on the design and creation of game comics and considers a range of aesthetic, ludic, and narrative challenges that must be met in order to achieve a successful outcome. It provides a practice-based inquiry into how comics narratives can integrate progression-based gameplay and how gameplay in turn can create narrative. It examines how comics can incorporate gaming tropes from the adventure and puzzle genres, without diminishing the key characteristics of the form of comics. The chapter also examines the application of common videogame design methodologies within a comics creation context and highlights some of the practical and conceptual difficulties that can problematize and limit successful game comics creation.

AB - A history of visual influence and narrative crossover exists between comics and videogames. The digital mediation of comics has resulted in the two forms sharing common platforms for creation, distribution, and consumption. In combination with their shared spatial nature, these circumstances have led to the beginnings of hybridization between the two forms. The resulting “game comics” are a hybrid format that exhibit some of the key characteristics of games and use some of the key characteristics of the form of comics as the basis for their gameplay. This chapter focuses on the design and creation of game comics and considers a range of aesthetic, ludic, and narrative challenges that must be met in order to achieve a successful outcome. It provides a practice-based inquiry into how comics narratives can integrate progression-based gameplay and how gameplay in turn can create narrative. It examines how comics can incorporate gaming tropes from the adventure and puzzle genres, without diminishing the key characteristics of the form of comics. The chapter also examines the application of common videogame design methodologies within a comics creation context and highlights some of the practical and conceptual difficulties that can problematize and limit successful game comics creation.

KW - games

KW - comics

KW - hypercomics

KW - game comics

M3 - Chapter (peer-reviewed)

SN - 9780367474195

SP - 45

EP - 59

BT - Comics and Videogames

A2 - Rauscher, Adreas

A2 - Stein, Daniel

A2 - Thon, Jan-Noël

PB - Routledge Taylor & Francis Group

CY - London

ER -