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- Hypersociability abstract "In the context of transmedia storytelling, hypersociability is the encouraged involvement of media consumers in a story through ordinary social interaction. A story may be shared through discourse within a fan group. Hypersociability lessens the need for a publisher to offer fixed media. Instead, storytellers hope that fans will build on the story themselves either over the Internet or through direct conversation. The principle of hypersociability is most widely used in Japanese pop culture, examples of which include Yu-Gi-Oh! and Pokémon, which used multiplayer games separate from the original media. The Wachowskis deliberately incorporated elements of hypersociability for The Animatrix by seeking the help of Japanese animators.Hypersociability can also occasionally refer to a symptom of Williams syndrome characterized by an unusual willingness to converse with others.".
- Hypersociability wikiPageID "10796093".
- Hypersociability wikiPageLength "1709".
- Hypersociability wikiPageOutDegree "12".
- Hypersociability wikiPageRevisionID "663522040".
- Hypersociability wikiPageWikiLink Category:Internet_culture.
- Hypersociability wikiPageWikiLink Category:Storytelling.
- Hypersociability wikiPageWikiLink Internet.
- Hypersociability wikiPageWikiLink Japan.
- Hypersociability wikiPageWikiLink Multiplayer_video_game.
- Hypersociability wikiPageWikiLink Pokémon.
- Hypersociability wikiPageWikiLink Popular_culture.
- Hypersociability wikiPageWikiLink The_Animatrix.
- Hypersociability wikiPageWikiLink The_Wachowskis.
- Hypersociability wikiPageWikiLink Transmedia_storytelling.
- Hypersociability wikiPageWikiLink Williams_syndrome.
- Hypersociability wikiPageWikiLink Yu-Gi-Oh!.
- Hypersociability wikiPageWikiLinkText "Hypersociability".
- Hypersociability subject Category:Internet_culture.
- Hypersociability subject Category:Storytelling.
- Hypersociability hypernym Involvement.
- Hypersociability type MilitaryConflict.
- Hypersociability type Art.
- Hypersociability comment "In the context of transmedia storytelling, hypersociability is the encouraged involvement of media consumers in a story through ordinary social interaction. A story may be shared through discourse within a fan group. Hypersociability lessens the need for a publisher to offer fixed media. Instead, storytellers hope that fans will build on the story themselves either over the Internet or through direct conversation.".
- Hypersociability label "Hypersociability".
- Hypersociability sameAs Q5958576.
- Hypersociability sameAs m.02qq8kz.
- Hypersociability sameAs Q5958576.
- Hypersociability wasDerivedFrom Hypersociability?oldid=663522040.
- Hypersociability isPrimaryTopicOf Hypersociability.