Abstract
This paper will argue the seemingly paradoxical statement that a video game can also be a comic. It will explore how the visual novel adapts manga features in the video game form by using research and methodologies typically applied to comic studies – such as comic semiotics(Cohn, 2013)
– on an area that is usually analysed solely via video game studies and methodologies(Poole, 2001; Azuma, 2009; van Zoggel, 2011; Greenwood, 2014; Chen & Crawford, 2018). This will involve a brief discussion using the comparative point-by-point method, as well as a literature review of relevant material on layers, space, sound, time and reading in manga and visual novels.
Original language | English |
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Pages (from-to) | 58-62 |
Number of pages | 5 |
Journal | Intersections (Postgraduate Journal - Arts , Humanities , Social Sciences) |
Volume | 1 |
Issue number | 1 |
DOIs | |
Publication status | Published (in print/issue) - 9 May 2019 |
Keywords
- visual
- novel
- Video,
- Game
- comic
- semiotics
- layers
- compositing
- Space
- time
- reading