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Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play
[Sammelwerk]
Abstract Gaming no longer only takes place as a 'closed interactive experience' in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a consi... mehr
Gaming no longer only takes place as a 'closed interactive experience' in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?... weniger
Klassifikation
Freizeitforschung, Freizeitsoziologie
interaktive, elektronische Medien
Freie Schlagwörter
Computer Games; Digital Games; Digital Media; Fan Studies; Let's Plays; Media; Media Aesthetics; Media Studies; Paratext; Popular Culture
Sprache Dokument
Englisch
Publikationsjahr
2021
Verlag
transcript Verlag
Erscheinungsort
Bielefeld
Seitenangabe
403 S.
Schriftenreihe
Studies of Digital Media Culture, 13
DOI
https://doi.org/10.14361/9783839454213
ISBN
978-3-8394-5421-3
Status
Veröffentlichungsversion; begutachtet
Lizenz
Creative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen 4.0