The Assassin’s Creed franchise mainly consists of video games but has over the years created a narrative universe spanning different media. Seeing how the traversal from the individual installment Assassin’s Creed IV: Black Flag into the narrative universe of Assassin’s Creed changes player engagement with the franchise allows one to understand audience interaction with different mediaproducts in a transmedia and convergent culture. Seen as a performed possible world, the individual installment is shown, through a three part gameplay analysis, to function as an unfinished commodity. This implies striking a balance between an individually satisfying experience and a plot-hole ridden incentive for further activity. When the individual installment incites traversal into a narrative universe, the player can construct the universe from installments through a hyperdiegetic, intermedia, or crossmedia engagement, depending on the reliance on medium specificity. Ultimately, this article provides a model for audience interaction in the transmedia age.
LINK
Het besef groeit dat het stedelijk groen meer is dan ecologie en biodiversiteit. Dat besef is in het hedendaagse groenbeheer nog geen gewoongoed. Daarom willen we vanuit de praktijk van Hogeschool Van Hall Larenstein in dit boek proberen aan te geven wat er in het groenbeheer mogelijk is met strategische inzet van groen in de stad, en welke competenties groenbeheerders hiervoor nodig hebben.
MULTIFILE