Recasting Life Is Strange: Video Game Voice Acting during the 2016-2017 SAG-AFTRA Strike
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F22%3A10416221" target="_blank" >RIV/00216208:11210/22:10416221 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216208:11230/22:10416221
Výsledek na webu
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=jCiR_zxfVb" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=jCiR_zxfVb</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1177/1527476420962784" target="_blank" >10.1177/1527476420962784</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Recasting Life Is Strange: Video Game Voice Acting during the 2016-2017 SAG-AFTRA Strike
Popis výsledku v původním jazyce
Video game voice acting does not rank among the core roles of video game production, yet actors in leading roles sometimes achieve wide recognition despite their contingent employment. In this article, we explore the role of voice actors in the video game culture using the specific case of the recasting of the video game series Life Is Strange, which was caused by the 2016 to 2017 SAG-AFTRA strike against video game companies. Our qualitative empirical analysis of journalistic coverage (including interviews with voice actors), promotional materials, press releases, and player discussions reconstructs the events of the game's production and investigates the reception of the recasting with regard to actor-character identification and to labor conditions of voice actors. We find that voice actors, whose status is partly dependent on the popularity of their characters, attempt to rise "above the line" by engaging in relational labor.
Název v anglickém jazyce
Recasting Life Is Strange: Video Game Voice Acting during the 2016-2017 SAG-AFTRA Strike
Popis výsledku anglicky
Video game voice acting does not rank among the core roles of video game production, yet actors in leading roles sometimes achieve wide recognition despite their contingent employment. In this article, we explore the role of voice actors in the video game culture using the specific case of the recasting of the video game series Life Is Strange, which was caused by the 2016 to 2017 SAG-AFTRA strike against video game companies. Our qualitative empirical analysis of journalistic coverage (including interviews with voice actors), promotional materials, press releases, and player discussions reconstructs the events of the game's production and investigates the reception of the recasting with regard to actor-character identification and to labor conditions of voice actors. We find that voice actors, whose status is partly dependent on the popularity of their characters, attempt to rise "above the line" by engaging in relational labor.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50802 - Media and socio-cultural communication
Návaznosti výsledku
Projekt
<a href="/cs/project/EF16_019%2F0000734" target="_blank" >EF16_019/0000734: Kreativita a adaptabilita jako předpoklad úspěchu Evropy v propojeném světě</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Television and New Media
ISSN
1527-4764
e-ISSN
1552-8316
Svazek periodika
23
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
17
Strana od-do
44-60
Kód UT WoS článku
000579256700001
EID výsledku v databázi Scopus
2-s2.0-85092149749