ABSTRACT

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.

chapter |26 pages

Introduction

Subjectivity across Media

part |48 pages

Verbal Representations of Subjectivity

chapter |16 pages

The Expression of Subjectivity in Fiction

The Case of Internal Focalization

chapter |14 pages

Child Minds through Gaps and Metaphors

On Two Strategies for Consciousness Representation in Literary Narrative

chapter |16 pages

Cybernetic and Kinetic

Representing Subjectivity in Digital Fiction

part |50 pages

Verbal-Pictorial Representations of Subjectivity

chapter |15 pages

The Body at Work

Subjectivity in Graphic Memoir

chapter |19 pages

Visible Hand?

Subjectivity and Its Stylistic Markers in Graphic Narratives

chapter |14 pages

The Drawn-Out Gaze of the Cartoon

A Psychosemiotic Look at Subjectivity in Comic Book Storytelling

part |56 pages

Audiovisual Representations of Subjectivity

chapter |18 pages

Experiencing Extended Point-of-View Shots

A Film-Phenomenological Perspective on Extreme Character Subjectivity

chapter |19 pages

Immersed in History Films

Subjectivity, Memory, and Fictional Privilege

part |52 pages

Interactive Representations of Subjectivity

chapter |18 pages

Walk a Mile in My Shoes

Subjectivity and Embodiment in Video Games

chapter |19 pages

“As Only a Game Can”

Re-Creating Subjective Lived Experiences through Interactivity in Non-Fictional Video Games