Academic literature on the topic 'Breaking bad (Série télévisée)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Breaking bad (Série télévisée).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Breaking bad (Série télévisée)"

1

Brasiliense, Danielle. "Chutando o balde: representações do criminoso contemporâneo na série Breaking Bad." Revista Contracampo, no. 32 (July 13, 2015): 36. http://dx.doi.org/10.22409/contracampo.v0i32.765.

Full text
Abstract:
Breaking Bad é considerada uma série de TV de grande sucesso nos últi mos anos por sua óti ma produção, pela boa atuação dos atores e por sua narrati va excêntrica. A série trata da temáti ca do crime e de conflitos das subjetividades pós-modernas. Este arti go teve o objeti vo de analisar os importantes conceitos recorrentes do mal-estar da contemporaneidade que são discutidos pela psiquiatria e representados midiati camente em Breaking Bad. Neste trabalho foram analisadas as condições de violência e anormalidade do personagem principal, Walter White, e seus confl itos advindos do mal-estar, como a indignidade, a vergonha refl exiva, as pulsões do desejo e as angústias. Breaking Bad é um produto importante para pensar as questões do mal, do crime, da monstruosidade dos sujeitos contemporâneos e sua relação com a moral. E nos traz novas perspecti vas sobre as contradições da vida coti diana do crime em contraparti da aos fatos reais emoldurados pela espetacularização de jornais e revistas. Trata-se de um produto diferenciado sobre a representação midiáti ca televisiva sobre violência, tráfi co de drogas e conflitos existenciais que vivemos coti dianamente em nosso tempo.
APA, Harvard, Vancouver, ISO, and other styles
2

Pinheiro, Cristiano Max Pereira, Marsal Alves de Ávila Branco, Maurício Barth, Débora Wissmann, and Raona Nunes. "Breaking Bad e a Análise Estrutural da Narrativa de Roland Barthes." Revista Mídia e Cotidiano 12, no. 3 (2018): 349. http://dx.doi.org/10.22409/ppgmc.v12i3.13298.

Full text
Abstract:
Este trabalho se propõe a identificar qual é a estrutura narrativa adotada no piloto da série de televisão Breaking Bad. Buscou-se reconhecer as partes que compõem a estrutura narrativa do primeiro episódio de forma individualizada e, posteriormente, como elas se relacionam e trabalham de maneira integrada em diferentes níveis de profundidade. De caráter exploratório e abordagem qualitativa, a pesquisa contou com uma revisão bibliográfica e uma investigação acerca da Teoria de Análise Estrutural da Narrativa de Roland Barthes, utilizada como instrumentalização para analisar o objeto de estudo. A partir disto foi possível verificar os elementos narrativos fundamentais e a estrutura narrativa utilizada no piloto da série. A compilação dos dados identificados no episódio resultou em quadros descritivos e numa linha do tempo, que mostra de forma cronológica a estrutura narrativa do piloto.
APA, Harvard, Vancouver, ISO, and other styles
3

Lima de Oliveira, Jancen Sérgio, Amanda Gabriella Lima Leal, and Ana Karolina de Melo Pessoa Oliveira. "O dialogismo em “Breaking Bad” e “Pulp Fiction”: paralelos visuais, temáticos e composicionais." Palimpsesto - Revista do Programa de Pós-Graduação em Letras da UERJ 20, no. 35 (2021): 120–39. http://dx.doi.org/10.12957/palimpsesto.2021.57200.

Full text
Abstract:
Objetivamos, neste artigo, analisar, utilizando principalmente categorias da Gramática do Design Visual (GDV), o fenômeno do dialogismo que ocorre entre episódios do seriado televisivo Breaking Bad (2008-2013) e o filme Pulp Fiction (1994), de modo a evidenciar as semelhanças na construção estética dos planos em ambas as produções audiovisuais. Para isso, analisamos fotogramas retirados de cenas da série e do filme supracitados, comparando o dialogismo presente em aspectos como enquadramento, estruturação, saliência, além da composição estilística, como o ponto de vista, ângulos de câmera, entre outros. Como resultados, evidenciamos que Breaking Bad faz referências, em alguns episódios, às cenas do filme Pulp Fiction, que foi produzido antes da narrativa seriada.
APA, Harvard, Vancouver, ISO, and other styles
4

Anaz, Sílvio Antonio Luiz. "Teoria dos arquétipos e construção de personagens em filmes e séries." Significação: Revista de Cultura Audiovisual 47, no. 54 (2020): 251–70. http://dx.doi.org/10.11606/issn.2316-7114.sig.2020.159964.

Full text
Abstract:
Este artigo introduz a teoria dos arquétipos a partir da revisão dos conceitos desenvolvidos por Jung, Campbell e Durand e analisa o uso pragmático de arquétipos na produção de filmes e séries de TV. O estudo articula as reflexões sobre o tema nos campos da antropologia, psicologia e artes, buscando definir o que são os arquétipos e quais são suas funções nas narrativas. Por fim, o conceito de arquétipo na construção de personagens é aplicado com o estudo de caso de Walter White, protagonista da série de TV Breaking Bad. O resultado obtido é um conceito de arquétipo aplicável aos processos de criação e construção de personagens nas narrativas audiovisuais.
APA, Harvard, Vancouver, ISO, and other styles
5

Silva, Marcel Vieira Barreto, and Rodrigo Aragão Quirino. "A estilística do roteiro das séries contemporâneas: análise do episódio Chicanery, de Better Call Saul." Lumina 14, no. 1 (2020): 139–55. http://dx.doi.org/10.34019/1981-4070.2020.v14.29005.

Full text
Abstract:
Este artigo tem por intuito analisar o roteiro literário de Chicanery, quinto episódio da terceira temporada da série Better Call Saul (2015-atual), um spin-off da renomada série Breaking Bad (2008-2013), agora em uma coprodução do canal a cabo AMC com a Netflix. Para tanto, buscamos identificar os aspectos que impulsionaram a escrita do roteiro de séries contemporâneas, a partir da sofisticação do estilo e da narrativa, em um processo que levou ao desenvolvimento de um modelo de escrita mais centrado na construção da atmosfera e na subjetivação dos personagens que na descrição objetiva da cena dramática. Para compreender essa estilística particular, observamos, metodologicamente, de que forma elementos incomuns à ortodoxia do roteiro, como o uso de interjeições, interrogações e figuras de linguagem, além da presença ostensiva de um narrador polifônico, operam na construção do roteiro de Chicanery, inserindo interferências épicas e líricas no seio do texto dramático. Por fim, demonstramos as funções desses elementos atmosféricos e subjetivos para a roteirização audiovisual contemporânea, reforçando ainda a importância das análises textuais de roteiros literários para a compreensão das estratégias de serialização televisiva.
APA, Harvard, Vancouver, ISO, and other styles
6

FURINI, Liana Gross, and Roberto TIETZMANN. "A INFLUÊNCIA DA PIRATARIA NA SÉRIE BREAKING BAD." BALEIA NA REDE (Cessada) 1, no. 11 (2015). http://dx.doi.org/10.36311/1808-8473.2014.v1n11.4623.

Full text
Abstract:
A pirataria esteve presente em toda a história do cinema, acompanhando as tecnologias utilizadas pelas produtoras. Como vemos nesse artigo, a discussão em torno da duplicação não autorizada dos materiais audiovisuais aumentou com a difusão dos aparelhos deram aos próprios usuários parte do controle sobre a circulação desses materiais. Para falar sobre isso, tomamos como exemplo o caso da série americana de televisão Breaking Bad. Nesse trabalho, dissertamos sobre como a pirataria na internet influenciou na popularização da série, tornando-a conhecida em vários países do mundo em um curto espaço de tempo.
APA, Harvard, Vancouver, ISO, and other styles
7

Bonifácio, Samuel Amaral Veras, and Suelly Maux. "De Walter White a Heisenberg: as identidades pós-modernas do personagem principal da série Breaking Bad." Temática 14, no. 4 (2018). http://dx.doi.org/10.22478/ufpb.1807-8931.2018v14n4.39316.

Full text
Abstract:
Este artigo analisa a transformação do personagem principal da série Breaking Bad, o professor de Química Walter White, ao longo dos sete episódios da primeira temporada. Utilizando os conceitos de corrosão do caráter, de Richard Sennett; de modernidade líquida, de Zygmunt Bauman; de crise de identidade, de Stuart Hall; e de mal-estar da civilização, de Sigmund Freud, busca-se demonstrar que a série é permeada de elementos da pós-modernidade, especialmente no que concerne aos processos de crise e autoconstrução da identidade do personagem principal: do pacato professor de Química Walter White, ao inescrupuloso produtor de metanfetamina Heisenberg – duas identidades contraditórias que convivem numa mesma pessoa, marcada pelas punções da pós-modernidade.Palavras-chave: Breaking Bad. Pós-modernidade. Modernidade líquida. Identidades pós-modernas. Crise de identidade.
APA, Harvard, Vancouver, ISO, and other styles
8

Servais, Olivier, and Sarah Sepulchre. "Towards an Ordinary Transmedia Use: A French Speaker’s Transmedia Use of Worlds in Game of Thrones MMORPG and Series." M/C Journal 21, no. 1 (2018). http://dx.doi.org/10.5204/mcj.1367.

Full text
Abstract:
Game of Thrones (GoT) has become the most popular way of referring to a universe that was previously known under the title A Song of Ice and Fire by fans of fantasy novels. Indeed, thanks to its huge success, the TV series is now the most common entry into what is today a complex narrative constellation. Game of Thrones began as a series of five novels written by George R. R. Martin (first published in 1996). It was adapted as a TV series by David Benioff and D.B. Weiss for HBO in 2011, as a comic book series (2011—2014), several video games (Blood of Dragons, 2007; A Game of Thrones: Genesis, 2011; Game of Thrones, 2012; Game of Thrones Ascent, 2013; Game of Thrones, 2014), as well as several prequel novellas, a card game (A Game of Thrones: The Card Game, 2002), and a strategy board game (2003), not to mention the promotional transmedia developed by Campfire to bring the novels’ fans to the TV series. Thus, the GoT ensemble does indeed look like a form of transmedia, at least at first sight.Game of Thrones’ UniverseGenerally, definitions of transmedia assemble three elements. First, transmedia occurs when the content is developed on several media, “with each new text making a distinctive and valuable contribution to the whole. … Each franchise entry needs to be self-contained so you don’t need to have seen the film to enjoy the game, and vice versa” (Jenkins 97-98). The second component is the narrative world. The authors of Transmédia Dans Tous Ses États notice that transmedia stories “are in some cases reduced to a plain link between two contents on two media, with no overall vision” (Collective 4). They consider these ensembles weak. For Gambarato, the main point of transmedia is “the worldbuilding experience, unfolding content and generating the possibilities for the story to evolve with new and pertinent content,” what Jenkins called “worldmaking” (116). The third ingredient is the audience. As the narrative extends itself over several platforms, consumers’ participation is essential. “To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story across media channels” (Jenkins 21).The GoT constellation does not precisely match this definition. In the canonical example examined by Jenkins, The Matrix, the whole was designed from the beginning of the project. That was not the case for GoT, as the transmedia development clearly happened once the TV series had become a success. Not every entry in this ensemble unfolds new aspects of the world, as the TV series is an adaptation of the novels (until the sixth season when it overtook the books). Not every component is self-contained, as the novels and TV series are at the narrative system’s centre. This narrative ensemble more closely matches the notion of “modèle satellitaire” conceived by Saint-Gelais, where one element is the first chronologically and hierarchically. However, this statement does not devalue the GoT constellation, as the canonical definition is rarely actualized (Sepulchre “La Constellation Transmédiatique,” Philipps, Gambarato “Transmedia”), and as transmedia around TV series are generally developed after the first season, once the audience is stabilized. What is most noticeable about GoT is the fact that the TV series has probably replaced the novels as the centre of the ensemble.Under the influence of Jenkins, research on transmedia has often come to be related to fan studies. In this work, he describes very active and connected users. Research in game studies also shows that gamers are creative and form communities (Berry 155-207). However, the majority of these studies focused on hardcore fans or hardcore gamers (Bourdaa; Chen; Davis; Jenkins; Peyron; Stein). Usual users are less studied, especially for such transmedia practices.Main Question and MethodologyDue to its configuration, and the wide spectrum of users’ different levels of involvement, the GoT constellation offers an occasion to confront two audiences and their practices. GoT transmedia clearly targets both fiction lovers and gamers. The success of the franchise has led to heavy consumption of transmedia elements, even by fans who had never approached transmedia before, and may allow us to move beyond the classical analysis. That’s why, in that preliminary research, by comparing TV series viewers in general with a quite specific part of them, ordinary gamers of the videogame GOT Ascent, we aim to evaluate transmedia use in the GOT community. The results on viewers are part of a broader research project on TV series and transmedia. The originality of this study focuses on ordinary viewers, not fans. The goal is to understand if they are familiar with transmedia, if they develop transmedia practices, and why. The paper is based on 52 semi-structured interviews conducted in 2012 (11) and 2013 (41). Consumers of fictional extensions of TV series and fans of TV series were selected. The respondents are around twenty years old, university students, white, mostly female (42 women, 10 men), and are not representative outside the case study. Therefore, the purpose of this first empirical sample was simply to access ordinary GOT viewers’ behaviours, and to elaborate an initial landscape of their use of different media in the same world.After that, we focused our analysis on one specific community, a subset of the GOT’s universe’s users, that is, players of the GoT Ascent videogame (we use “gamers” as synonym for “players” and “users”). Through this online participative observation, we try to analyse the players’ attitudes, and evaluate the nature of their involvement from a user perspective (Servais). Focusing on one specific medium in the GOT constellation should allow us to further flesh out the general panorama on transmedia, by exploring involvement in one particular device more deeply. Our purpose in that is to identify whether the players are transmedia users, and so GoT fans, or if they are firstly players. During a three month in-game ethnography, in June-August 2013, we played Aren Gorn, affiliated to House Tyrell, level 91, and member of “The Winter is Dark and Full of Terrors” Alliance (2500 members). Following an in-game ethnography (Boellstorff 123-134), we explored gamers’ playing attitudes inside the interface.The Users, TV Series, and TransmediaThe respondents usually do not know what transmedia is, even if a lot of them (36) practice it. Those who are completely unaware that a narrative world can be spread over several media are rare. Only ten of them engage in fan practices (cosplay, a kind of costuming community, fan-fiction, and fan-vidding, that is fans who write fiction or make remix videos set in the world they love), which tends to show that transmedia does not only concern fans.Most of the ordinary viewers are readers, as 23 of them cite books (True Blood, Gossip Girl, Pretty Little Liars, Les Piliers de la Terre), one reads a recipe book (Plus Belle la Vie), and seven consume comics (The Walking Dead, Supernatural). They do not distinguish between novelisation (the novel adapted from a TV series) and the original book. Other media are also consumed, however a lot less: animation series, special episodes on the Internet, music, movies, websites (blogs, fictional websites), factual websites (about the story, the production, actors), fan-fiction, and cosplay.Transmedia does not seem to be a strong experience. Céline and Ioana respectively read the novels adapted from Plus Belle la Vie and Gossip Girl, but don’t like them. “It is written like a script … There’s no description, only the dialogues between characters” (Ioana). Lora watched some webisodes of Cougar Town but didn’t find them funny. Aurélie has followed the Twitter of Sookie Stackouse (True Blood) and Guilleaume D. sometimes consumes humoristic content on 9gag, but irregularly. “It’s not my thing” (Aurélie). The participants are even more critical of movies, especially the sequels of Sex and the City.That does not mean the respondents always reject transmedia components. First, they enjoy elements that are not supposed to belong to the world. These may be fan productions or contents they personally inject into the universe. Several have done research on the story’s topic: Alizée investigated mental disorders to understand United States of Tara; Guilleaume G. wandered around on Google Earth to explore Albuquerque (Breaking Bad); for Guilleaume D., Hugh Laurie’s music album is part of the character of Gregory House; Julie adores Peter Pan and, for her, Once Upon A Time, Finding Neverland, and Hook are part of the same universe. Four people particularly enjoy when the fictional characters’ couples are duplicated by real relationships between actors (which may explain all the excitement surrounding Kit Harrington and Rose Leslie’s real-life love story, paralleling their characters’ romance on GOT). If there is a transmedia production, it seems that there is also a kind of “transmedia reception,” as viewers connect heteroclite elements to build a coherent world of their own. Some respondents even develop a creative link to the world: writing fan-fiction, poetry, or building scale models (but that is not this paper’s topic, see Sepulchre “Les Constellations Narratives”, “Editorial”).A second element they appreciate is the GOT TV series. Approximately half of the respondents cite GoT (29/52). They are not fundamentally different from the other viewers except that more of them have fan practices (9 vs. 1), and a few more develop transmedia consumption (76% against 61%). To the very extent that there is consensus over the poor quality of the novels (in general), A Song of Ice and Fire seems to have seduced every respondent. Loic usually hates reading; his relatives have pointed out to him that he has read more with GoT than in his entire lifetime. Marie D. finds the novels so good that she stopped watching the TV series. Marine insists she generally reads fan-fiction because she hates the novelisations, but the GoT books are the only good ones. The novels apparently allow a deeper immersion into the world and that is the manifest benefit of consuming them. Guilleaume G. appreciates the more detailed descriptions. Céline, Florentin, Ioana, and Marine like to access the characters’ thoughts. Julie thinks she feels the emotions more deeply when she reads. Sometimes, the novels can change their opinions on a character. Emilie finds Sansa despicable in the TV series, but the books led her to understand her sensibility.Videogames & TransmediaThe vast majority of transmedia support from the GoT universe primarily targets “world lovers,” that is, users involved in media uses because they love the fantasy of the universe. However, only video games allow a personalized incarnation as a hero over a long term of time, and thus a customized active appropriation. This is in fact undoubtedly why the GoT universe’s transmedia galaxy has also been deployed in video games. GOT Ascent is a strategy game edited by Disruptor Beam, an American company specialising in TV games. Released in February 2013, the franchise attracted up to 9,000,000 players in 2014, but only 295,107 monthly active users. This significant difference between the accumulated number of players and those actually active (around 3 %) may well testify that those investing in this game are probably not a community of gamers.Combining role playing and strategy game, GoT Ascent is designed in a logic that deeply integrates the elements, not only from the TV series, but also from books and other transmedia extensions. In GoT Ascent, gamers play a small house affiliated to one of the main clans of Westeros. During the immersive game experience, the player participates in all the GoT stories from an insider’s point of view. The game follows the various GoT books, resulting in an extension whenever a new volume is published. The player interacts with others by PVE (Player versus Environment) or PVP (Player versus Player) alliances with a common chat and the possibility of sending goods to other members. With a fair general score (4,1 on 10), the game is evaluated weakly by the players (JeuxOnLine). Hence a large majority of them are probably not looking for that kind of experience.If we focus on the top players in GoT Ascent, likely representing those most invested, it is interesting to examine the names they choose. Indeed, that choice often reveals the player’s intention, either to refer to a gamer logic or the universe of GoT. During our research, we clearly distinguished two types of names, self-referential ones or those referring to the player’s general pseudonym. In concrete terms, the name is a declination of a pseudonym of more general avatars, or else refers to other video game worlds than GoT. In GoT Ascent, the second category of names, those very clearly anchored in the world of Martin, are clearly dominant.Is it possible to correlate the name chosen and the type of player? Can we affirm that people who choose a name not related to the GoT universe are players and that the others are GoT fans? Probably not obviously, but the consistency of a character’s name with the universe is, in the GoT case, very important for an immersive experience. The books’ author has carefully crafted his surnames and, in the game, assuming a name is therefore very clearly a symbolically important act in the desire to roleplay in that universe. Choosing one that is totally out of sync with the game world clearly means you are not there to immerse yourself in the spirit of GoT, but to play. In short, the first category is representative of the gamers, but the players are not restricted to those naming their avatar out of the world’s spirit.This intuition is confirmed by a review of the names related to the rank of the players. When we studied high-level players, we realized that most of them use humorous names, which are totally out of the mood of the GoT universe. Thus, in 2013, the first ranked player in terms of power was called Flatulence, a French term that is part of a humorous semantics. Yet this type of denomination is not limited to the first of the list. Out the top ten players, only two used plausible GoT names. However, as soon as one leaves the game’s elite’s sphere, the plausible names are quickly in the majority. There is a sharp opposition between the vast majority of players, who obviously try to match the world, and pure gamers.We found the same logic for the names of the Alliances, the virtual communities of players varying from a few to hundreds. Three Alliances have achieved the #1 rank in the game in the game’s first two years: Hear Me Roar (February 2013), Fire and Blood (January 2014), and Kong's Landing (September 2014). Two of those Alliances are of a more humoristic bent. However, an investigation into the 400 alliances demonstrates that fewer than 5 % have a clear humoristic signification. We might estimate that in GoT Ascent the large majority of players increase their immersive experience by choosing a GoT role play related Alliance name. We can conclude that they are mainly GoT fans playing the game, and that they seek to lend the world coherence. The high-level players are an exception. Inside GOT Ascent, the dominant culture remains connected to the GoT world.ConclusionA transmedia story is defined by its networked configuration, “worldmaking,” and users’ involvement. The GoT constellation is clearly a weak ensemble (Sepulchre, 2012). However, it has indeed developed on several platforms. Furthermore, the relationship between the novels and the TV series is quite unprecedented. Indeed, both elements are considered as qualitative, and the TV series has become the main entry for many fans. Thus, both of them acquire an equal authority.The GoT transmedia storyworld also unfolds a fictional world and depends on users’ activities, but in a peculiar way. If the viewers and gamers are analysed from fan or game studies perspectives, they appear to be weak users. Indeed, they do not seek new components; they are mainly readers and do not enjoy the transmedia experience; the players are not regular ones; and they are much less creative and humorous than high-level gamers.These weak practices have, however, one function: to prolong the pleasure of the fictional world, which is the third characteristic of transmedia. The players experiment with GoT Ascent by incarnating characters inserted into Alliances whose names may exist in the original world. This appears to be a clear attempt to become immersed in the universe. The ordinary viewers appreciate the deeper experience the novels allow. When they feed the world with unexpected elements, it is also to improve the world.Thus, transmedia appropriation by users is a reality, motivated by a taste for the universe, even if it is a weak consumption in comparison with the demanding, creative, and sometimes iconoclastic practices gamers and fans usually develop. It is obvious, in both fields, that they are new TV series fans (they quote mainly recent shows) and beginners in the world of games. For a significant part of them, GoT was probably their first time developing transmedia practices.However, GoT Ascent is not well evaluated by gamers and many of them do not repeat the experience (as the monthly number of gamers shows). Likewise, the ordinary viewers neglect the official transmedia components as too marketing oriented. The GoT novels are the exception proving the rule. They demonstrate that users are quite selective: they are not satisfied with weak elements. The question that this paper cannot answer is: was GoT a first experience? Will they persevere in the future? Yet, in this preliminary research, we have seen that studying ordinary users’ weak involvement (series viewers or gamers) is an interesting path in elaborating a theory of transmedia user’s activities, which takes the public’s diversity into account.ReferencesBerry, Vincent. L’Expérience Virtuelle: Jouer, Vivre, Apprendre Dans un Jeu Video. Rennes: UP Rennes, 2012.Boellstorff, Tom. “A Typology of Ethnographic Scales for Virtual Worlds.” Online Worlds: Convergence of the Real and the Virtual. Ed. William Sim Bainbridge. London: Springer, 2009.Bourdaa, Mélanie. “Taking a Break from All Your Worries: Battlestar Galactica et Les Nouvelles Pratiques Télévisuelles des Fans.” Questions de Communication 22 (2012) 2014. <http://journals.openedition.org/questionsdecommunication/6917>.Chen, Mark. Leet Noobs: The Life and Death of An Expert Player Group in World of Warcraft. New York: Peter Lang, 2012.Collective. Le Transmédia Dans Tous Ses États: Les Cahiers de Veille de la Fondation Télécom. Paris: Fondation Télécom, 2012. 29 Dec. 2017 <https://www.fondation-mines-telecom.org/wp-content/uploads/2016/01/2012-cahier-veille-transmedia.pdf\>.Davis, C.H. “Audience Value and Transmedia Products.” Media Innovations. Eds. T. Storsul and A. Krumsvik. Gothenburg: Nordicom, 2013. 179-190.Gambarato, Renira. “How to Analyze Transmedia Narratives?” Conference New Media: Changing Media Landscapes. Saint Petersburg, 2012. 2017 <http://prezi.com/fovz0jrlfsn0/how-to-analyze-transmedia-narratives>.Gambarato, Renira. “Transmedia Storytelling.” Serious Science, 2016. 2017 <https://www.youtube.com/watch?v=thZnd_K8Vfs>.Jenkins, Henry. Convergence Culture. Where Old and New Media Collide. Updated ed. New York: New York UP, 2006.JeuxOnLine. “Game of Thrones Ascent.” 2013. <http://www.jeuxonline.info/jeu/Game_of_Thrones_Ascent>.Peyron, David. Culture Geek. Limoges: FYP Editions, 2013.Philipps, Andrea. A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences across Multiple Platforms. New York: McGraw-Hill Education, 2012.Saint-Gelais, Richard. Fictions Transfuges. La Transfictionnalité et Ses Enjeux. Paris: Seuil, 2011.Sepulchre, S. Le Transmédia Dans Tous Ses États: Les Cahiers de Veille de la Fondation Télécom. Paris: Fondation Télécom, 2012. 29 Dec. 2017 <https://www.fondation-mines-telecom.org/wp-content/uploads/2016/01/2012-cahier-veille-transmedia.pdf>.———. “La Constellation Transmédiatique de Breaking Bad: Analyse de la Complémentarité Trouvée entre la Télévision et Internet.” ESSACHESS-Journal for Communication 4.1 (2011). 29 Dec. 2017 <http://www.essachess.com/index.php/jcs/article/view/111>. ———. “Les Constellations Narratives: Que Font les Téléspectateurs des Adaptations Multimédiatiques des Séries Télévisées?” TV/Series 3 (2013). 29 Dec. 2017 <http://journals.openedition.org/tvseries/729>. ———. “Editorial.” Inter Pares: Revue Électronique de Jeunes Chercheurs en Sciences Humains et Sociales 6 (2016). 29 Dec. 2017 <https://epic.univ-lyon2.fr/medias/fichier/inter-pares-6-maquette-v8web_1510576660265-pdf>.Servais, Olivier. “Funerals in the “World of Warcraft”: Religion, Polemic, and Styles of Play in a Videogame Universe.” Social Compass 62.3 (2015): 362-378.Stein, Louisa Ellen, and Kristina Busse. Sherlock and Transmedia Fandom: Essays on the BBC series. Jefferson: McFarland, 2014.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Breaking bad (Série télévisée)"

1

Caron, Claudia. "L'art de marcher sur la neige : scénario de long métrage original. Suivi d'une étude du concept de norditude dans les fictions artistiques : essai." Master's thesis, Université Laval, 2015. http://hdl.handle.net/20.500.11794/26408.

Full text
Abstract:
La première section de ce mémoire consiste en un scénario de long métrage original. L’art de marcher sur la neige est un film québécois de la route développant les thèmes de la fuite, de la solitude, du silence et de la quête de soi. Avant tout, nous aborderons la bible du scénario : le sujet, l’angle de traitement, le milieu et les personnages seront entre autres présentés. La seconde section du mémoire est consacrée à une étude du concept de norditude dans les fictions artistiques. L’étude vise à faire un tour d’horizon des trois composantes sous-jacentes à l’expérience de la norditude par les personnages des fictions de l’écran : les lieux de survivance, la solitude confidente et le silence.
APA, Harvard, Vancouver, ISO, and other styles
2

Oliveira, Luiza Monteiro de Barros. "Os Caminhos do mal – uma análise semiótica de Breaking Bad." Niterói, 2017. https://app.uff.br/riuff/handle/1/3418.

Full text
Abstract:
Submitted by Fabiano Vassallo (fabianovassallo2127@gmail.com) on 2017-04-20T19:09:12Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) DISSERTACAO-LuizaMonteiro.pdf: 3560286 bytes, checksum: ad8c0fa7a9b1fc3a2a2d5137f21a3174 (MD5)
Approved for entry into archive by Josimara Dias Brumatti (bcgdigital@ndc.uff.br) on 2017-04-25T14:52:26Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) DISSERTACAO-LuizaMonteiro.pdf: 3560286 bytes, checksum: ad8c0fa7a9b1fc3a2a2d5137f21a3174 (MD5)
Made available in DSpace on 2017-04-25T14:52:26Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) DISSERTACAO-LuizaMonteiro.pdf: 3560286 bytes, checksum: ad8c0fa7a9b1fc3a2a2d5137f21a3174 (MD5)
A presente dissertação de mestrado propõe-se a analisar, por meio do aparato da semiótica francesa, a série de televisão Breaking bad, transmitida entre 2008 e 2013 pelo canal norte-americano AMC. Parte da chamada nova “era de ouro” da televisão americana, a série criada por Vince Gilligan apresenta uma narrativa inventiva que conquistou tanto público quanto crítica, sobretudo pelo apelo de seu protagonista, Walter White. A partir do percurso gerativo de sentido de Algirdas Greimas, a análise concentrase nos níveis narrativos e discursivos para acompanhar quais estratégias são empregadas nesta obra audiovisual. Em especial, propomos um estudo sobre as paixões do protagonista e os valores que são postos em jogo por meio da articulação entre recursos verbais e visuais
This work uses french semiotics to analyse the TV series Breaking bad, transmited between 2008 and 2013 on AMC channel in the United States. Identified as part of the so called new american TV “Golden age”, the series created by Vince Gilligan features an inventive narrative that was equally accepted by the audience and TV critics, with its protagonist, Walter White, as the greatest cause of its success. In this work, the narrative and discoursive levels of Algirdas Greimas’ generative meaning trajectory are used to follow which strategies are used in this audiovisual work. In special, we propose a study about the protagonist’s passions and the values that are displayed through the articulation between verbal and visual recourses
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography