Description

Book Synopsis
Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined.

This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies.

Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.

Table of Contents
A brief note Japanese names and words
Chapter 1: Introducing the dynamic game character
Chapter 2: Characters in contemporary media
Chapter 3: How the dynamic game character develops
Chapter 4: Strategies to control a character’s transtextual identities
Chapter 5: Parasocial relationships with non-playable characters
Chapter 6: The construction of transmedia game characters
Chapter 7: The future of dynamic game characters
Glossary A brief typology on characters
Complete bibliography
Index .

Video Game Characters and Transmedia

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£91.20

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RRP £96.00 – you save £4.80 (5%)

Order before 4pm today for delivery by Fri 16 Jan 2026.

A Hardback by Joleen Blom

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    View other formats and editions of Video Game Characters and Transmedia by Joleen Blom

    Publisher: Amsterdam University Press
    Publication Date: 30/10/2023
    ISBN13: 9789463722957, 978-9463722957
    ISBN10: 9463722955

    Description

    Book Synopsis
    Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined.

    This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies.

    Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.

    Table of Contents
    A brief note Japanese names and words
    Chapter 1: Introducing the dynamic game character
    Chapter 2: Characters in contemporary media
    Chapter 3: How the dynamic game character develops
    Chapter 4: Strategies to control a character’s transtextual identities
    Chapter 5: Parasocial relationships with non-playable characters
    Chapter 6: The construction of transmedia game characters
    Chapter 7: The future of dynamic game characters
    Glossary A brief typology on characters
    Complete bibliography
    Index .

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