LEADER 01520nam0 22003131i 450 001 UON00506865 005 20231205105439.664 010 $a978-84-7074-910-0 100 $a20211116d2021 |0itac50 ba 101 $aspa 102 $aES 105 $a|||| 1|||| 200 1 $aCon la religión hemos dado, Sancho$eframing de la religión en editoriales de prensa de cuatro periódicos españoles$fRicardo-María Jiménez-Yáñez$gprólogo del periodista Paco Sánchez 210 $aMadrid$cFragua$d2021 215 $a316 p.$d21 cm 410 1$1001UON00507609$12001 $aFragua Comunicacio?n$1210 $a Madrid$cFragua$v200 606 $aReligione$xPeriodici$xSpagna$xStoria$xSec. 21.$3UONC098861$2FI 620 $aES$dMadrid$3UONL000218 676 $a070.4492$cGiornalismo su argomenti specifici. Religione$v21 700 1$aJiménez-Yáñez$bRicardo-María$3UONV286318$01076594 702 1$aSánchez$bPaco$3UONV286319$4080 712 $aFragua$3UONV282925$4650 801 $aIT$bSOL$c20250523$gRICA 899 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$2UONSI 912 $aUON00506865 950 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$dSI SPA V 0595 $eSI 38204 5 0595 951 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$bSI20211375 1J 20211116DDT n. 1978/A del 10/12/2021. 996 $aCon la religión hemos dado, Sancho$92587474 997 $aUNIOR LEADER 03196nam 22005533a 450 001 9910476774403321 005 20250203232653.0 010 $a9781003035466 010 $a1003035469 024 8 $ahttps://doi.org/10.4324/9781003035466 035 $a(CKB)4100000011528065 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/34716 035 $a(MiAaPQ)EBC7245182 035 $a(ScCtBLL)ee337b52-d8fa-41d8-ab83-76c62b96dbaf 035 $a(oapen)doab34716 035 $a(EXLCZ)994100000011528065 100 $a20250203i20202020 uu 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aComics and Videogames : $eFrom Hybrid Medialities to Transmedia Expansions /$fJan-Noël Thon, Andreas Rauscher, Daniel Stein 205 $a1 ed. 210 $cTaylor & Francis$d2021 210 1$a[s.l.] :$cRoutledge,$d2020. 215 $a1 electronic resource (278 p.) 225 1 $aRoutledge advances in game studies 311 08$a9780367474195 311 08$a0367474190 330 $aThis book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies. 410 0$aRoutledge advances in game studies. 606 $aMedia studies$2bicssc 606 $aGraphic novels: superheroes & super-villains$2bicssc 606 $aComputer games / online games: strategy guides$2bicssc 608 $aComic books, strips, etc.$2lcgft 610 $aMedia studies; American / British style comic books and graphic novels; Computer games / online games: strategy guides 615 7$aMedia studies 615 7$aGraphic novels: superheroes & super-villains 615 7$aComputer games / online games: strategy guides 702 $aThon$b Jan-Noe?l 702 $aRauscher$b Andreas 702 $aStein$b Daniel 801 0$bScCtBLL 801 1$bScCtBLL 906 $aBOOK 912 $a9910476774403321 996 $aComics and Videogames$93024629 997 $aUNINA