The chapter explores how notion of "canon" (as in: the ensemble of in trans-media universes including video games in prominent position. It proposes some organizing principles to spatialize transmedia universes (such as centre-periphery), three models of canon structure (static, dynamic and fluid) ad discusses in-depth the case studies of Lost and The Matrix.
|Translated title of the contribution||[Autom. eng. transl.] Canon issues. Linking strategies between audiovisual and video games in the production of possible transmedia worlds|
|Title of host publication||Arredo di serie. I mondi possibili della serialità televisiva americana|
|Number of pages||11|
|Publication status||Published - 2010|