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Comic Books, Video Games, and Transmedia Storytelling: A Case Study of The Walking Dead

Comic Books, Video Games, and Transmedia Storytelling: A Case Study of The Walking Dead

Charlie Ecenbarger
Copyright: © 2016 |Volume: 8 |Issue: 2 |Pages: 9
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781466690738|DOI: 10.4018/IJGCMS.2016040103
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MLA

Ecenbarger, Charlie. "Comic Books, Video Games, and Transmedia Storytelling: A Case Study of The Walking Dead." IJGCMS vol.8, no.2 2016: pp.34-42. http://doi.org/10.4018/IJGCMS.2016040103

APA

Ecenbarger, C. (2016). Comic Books, Video Games, and Transmedia Storytelling: A Case Study of The Walking Dead. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(2), 34-42. http://doi.org/10.4018/IJGCMS.2016040103

Chicago

Ecenbarger, Charlie. "Comic Books, Video Games, and Transmedia Storytelling: A Case Study of The Walking Dead," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 8, no.2: 34-42. http://doi.org/10.4018/IJGCMS.2016040103

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Abstract

This article illuminates the transmedia storytelling techniques in The Walking Dead comic book and video game. Telltale Games' The Walking Dead localizes itself within the comic book world of The Walking Dead by acting as a transmedia storytelling device and using intertextuality comics to assist game players with meaning-making. By participating in the game, Telltale rewards players with additional information about The Walking Dead universe, as well as creating a contingent but separate narrative that expands upon the existing Walking Dead world. This exploration of The Walking Dead offers insights into the specific methods that are being employed by creators to further engage the audience in the transmedia storyworld.

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