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Andrew Burn

Biographic Data

ID5961998
NAMEAndrew Burn
GIVEN NAMESAndrew
FAMILY NAMEBurn
SIGNATUREBURN A
AFFILIATIONSUniversity of London
VERIFIEDNo
TOTAL WORKS17
TOTAL CITATIONS8
AUTHOR COUNT15
EDITOR COUNT2
FIRST PUBLICATION YEAR1980
LATEST PUBLICATION YEAR2021
H-INDEX1
  • Literature, Videogames and Learning

    Andrew Burns, Andrew Burn•BOOK•Literature, Videogames and Learning•2021

    This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural …

  • Dynamic, Playful and Productive Literacies

    Michael Cannon, Michelle Cannon et al.•ARTICLE•Changing English•2018

    This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic Literacies, presents an overarching view of literacy as both ideological, following the ‘new literacy studi…

  • Thrills in the dark

    Open Access•Andrew Burns, Andrew Burn•ARTICLE•Comunicar•2010•References: 1

    This author deals with the attraction of that feeling of terror generated in the media, especially in cinema, and from the perspective of the controlled emotion behind that fear, pleasure and pain. What is the nature of the fear and pleasure the spectator feels? Why is it important for educators to take account of this connection between the viewer and the film? This subject is treated from film culture as experiecned by young Britons, with an an…

  • Heavy Hero or Digital Dummy? Multimodal Player–Avatar Relations in Final Fantasy 7

    Open Access•Andrew Burns, Andrew Burn et al.•ARTICLE•Visual Communication•2004•Cited by: 7•References: 3

    This article analyses the player–avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player–interviews and fan writing. It argues that the avatar is a two-part structure, partly designed in conventional narrative terms as a protagonist of popular narrative, and partly as a vehicle for interactive game-play. The former structure is replete with the traditions an…

  • Doing Game Studies

    Open Access•Diane Carr, Gareth Schott et al.•ARTICLE•Media International Australia•2004•Cited by: 1•References: 7

    The emergence of game studies is provoking a struggle between adapted older disciplines in the effort to forge a new, discrete field of study. This paper reports on a two-year project titled Textuality in Video Games1 and the range of research techniques that were employed in order to begin answering questions about role-play, pleasure, agency and narrative. The paper outlines how narratology and film theory, social psychology and social semiotic…

  • Crosse, Gordon

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Gardner, John

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Bliss, Sir Arthur

    Hugo Cole, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Joubert, John

    Ernest Bradbury, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Marsh, Roger

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Maw, (John) Nicholas

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Patterson, Paul

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Looking for Fruit in the Jungle

    Andrew Burns, Andrew Burn et al.•ARTICLE•Research in Drama Education The…•2001

    This article describes a collaborative piece of theatre made by members of Headway, a charity working with head-injured people, and students and staff at Parkside Community College, an 11-16 school in Cambridge. The authors consider how the piece employs multimodal forms of expression and representational resources (including body, voice, and the technologies of theatre and media) to challenge the invisibility of disability, and to perform a narr…

  • Spiders, Werewolves and Bad Girls

    Andrew Burns, Andrew Burn•ARTICLE•Changing English•1996

  • Gordon Crosse at 50

    Andrew Burns, Andrew Burn•ARTICLE•The Musical Times•1987

  • Now, Trumpeter for Thy Close

    Andrew Burns, Andrew Burn•ARTICLE•The Musical Times•1985

  • Stephen Pratt's Music

    Andrew Burns, Andrew Burn•ARTICLE•The Musical Times•1980

  • Heavy Hero or Digital Dummy? Multimodal Player–Avatar Relations in Final Fantasy 7

    Open Access•Andrew Burns, Andrew Burn et al.•ARTICLE•Visual Communication•2004•Cited by: 7•References: 3

    This article analyses the player–avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player–interviews and fan writing. It argues that the avatar is a two-part structure, partly designed in conventional narrative terms as a protagonist of popular narrative, and partly as a vehicle for interactive game-play. The former structure is replete with the traditions an…

  • Doing Game Studies

    Open Access•Diane Carr, Gareth Schott et al.•ARTICLE•Media International Australia•2004•Cited by: 1•References: 7

    The emergence of game studies is provoking a struggle between adapted older disciplines in the effort to forge a new, discrete field of study. This paper reports on a two-year project titled Textuality in Video Games1 and the range of research techniques that were employed in order to begin answering questions about role-play, pleasure, agency and narrative. The paper outlines how narratology and film theory, social psychology and social semiotic…

  • Stephen Pratt's Music

    Andrew Burns, Andrew Burn•ARTICLE•The Musical Times•1980

  • Now, Trumpeter for Thy Close

    Andrew Burns, Andrew Burn•ARTICLE•The Musical Times•1985

  • Gordon Crosse at 50

    Andrew Burns, Andrew Burn•ARTICLE•The Musical Times•1987

  • Spiders, Werewolves and Bad Girls

    Andrew Burns, Andrew Burn•ARTICLE•Changing English•1996

  • Crosse, Gordon

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Gardner, John

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Bliss, Sir Arthur

    Hugo Cole, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Joubert, John

    Ernest Bradbury, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Marsh, Roger

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Maw, (John) Nicholas

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Patterson, Paul

    Andrew Burns, Andrew Burn•CHAPTER•The new Grove dictionary of music…•2001

  • Looking for Fruit in the Jungle

    Andrew Burns, Andrew Burn et al.•ARTICLE•Research in Drama Education The…•2001

    This article describes a collaborative piece of theatre made by members of Headway, a charity working with head-injured people, and students and staff at Parkside Community College, an 11-16 school in Cambridge. The authors consider how the piece employs multimodal forms of expression and representational resources (including body, voice, and the technologies of theatre and media) to challenge the invisibility of disability, and to perform a narr…

  • Heavy Hero or Digital Dummy? Multimodal Player–Avatar Relations in Final Fantasy 7

    Open Access•Andrew Burns, Andrew Burn et al.•ARTICLE•Visual Communication•2004•Cited by: 7•References: 3

    This article analyses the player–avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player–interviews and fan writing. It argues that the avatar is a two-part structure, partly designed in conventional narrative terms as a protagonist of popular narrative, and partly as a vehicle for interactive game-play. The former structure is replete with the traditions an…

  • Doing Game Studies

    Open Access•Diane Carr, Gareth Schott et al.•ARTICLE•Media International Australia•2004•Cited by: 1•References: 7

    The emergence of game studies is provoking a struggle between adapted older disciplines in the effort to forge a new, discrete field of study. This paper reports on a two-year project titled Textuality in Video Games1 and the range of research techniques that were employed in order to begin answering questions about role-play, pleasure, agency and narrative. The paper outlines how narratology and film theory, social psychology and social semiotic…

  • Thrills in the dark

    Open Access•Andrew Burns, Andrew Burn•ARTICLE•Comunicar•2010•References: 1

    This author deals with the attraction of that feeling of terror generated in the media, especially in cinema, and from the perspective of the controlled emotion behind that fear, pleasure and pain. What is the nature of the fear and pleasure the spectator feels? Why is it important for educators to take account of this connection between the viewer and the film? This subject is treated from film culture as experiecned by young Britons, with an an…

  • Dynamic, Playful and Productive Literacies

    Michael Cannon, Michelle Cannon et al.•ARTICLE•Changing English•2018

    This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic Literacies, presents an overarching view of literacy as both ideological, following the ‘new literacy studi…

  • Literature, Videogames and Learning

    Andrew Burns, Andrew Burn•BOOK•Literature, Videogames and Learning•2021

    This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural …

Art (9 works) · Computer Science (7 works) · Digital Games and Media (5 works) · Psychology (5 works) · History and Developments in Astronomy (4 works) · Literature (4 works) · Political science (4 works) · Sociology (4 works) · Artificial Intelligence in Games (3 works) · Narrative (3 works)

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