Paratextualizing games : : investigations on the paraphernalia and peripheries of play / / edited by Benjamin Beil, Gundolf S. Freyermuth, and Hanns Christian Schmidt.

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...

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Superior document:Bild und Bit. Studien zur digitalen Medienkultur
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TeilnehmendeR:
:
Place / Publishing House:Bielefeld, Germany : : Transcript Verlag,, [2021]
©2021
Year of Publication:2021
Edition:1st ed.
Language:English
Series:Bild und Bit. Studien zur digitalen Medienkultur
Physical Description:1 online resource (407 pages)
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spelling Beil, Benjamin edt
Paratextualizing games : investigations on the paraphernalia and peripheries of play / edited by Benjamin Beil, Gundolf S. Freyermuth, and Hanns Christian Schmidt.
1st ed.
Bielefeld transcript Verlag 2021
Bielefeld, Germany : Transcript Verlag, [2021]
©2021
1 online resource (407 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Bild und Bit. Studien zur digitalen Medienkultur
Cover -- Table of Contents -- Preface and Acknowledgements -- Paratext | Paraplay -- Histories -- "And You Didn't Even Look at It!" -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- Performances -- Player Agency in Audience Gaming -- Material Culture on Twitch -- Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts -- Fame or Infamy: The Influence of Let's Plays on Independent Game Developers -- "Here Comes a New Challenger" -- Peripheries -- The Impending Demise of Video Game Packaging: An Eulogy -- The Ludic Nature of Paratexts -- [Para]Textually Here: Paratexts and Presence in Games -- Isekai: Tracing Interactive Control in Non-interactive Media -- The Paratext, the Palimpsest, and the Pandemic -- Contributors.
This eBook is made available Open Access under a CC BY-SA 4.0 license: https://creativecommons.org/licenses/by-sa/4.0 https://www.degruyter.com/dg/page/open-access-policy
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?
funded by BMBF Fördervorhaben 16TOA002
Description based on print version record.
English
Video games.
Digital Games
Paratext
Fan Studies
Let's Plays
Media
Popular Culture
Computer Games
Digital Media
Media Aesthetics
Media Studies
3-8376-5421-4
3-7328-5421-3
BMBF Fördervorhaben 16TOA002 funder. fnd http://id.loc.gov/vocabulary/relators/fnd
Freyermuth, Gundolf S., 1955- editor.
Beil, Benjamin, 1980- editor.
Schmidt, Hanns Christian, editor.
language English
format eBook
author2 Freyermuth, Gundolf S., 1955-
Beil, Benjamin, 1980-
Schmidt, Hanns Christian,
BMBF Fördervorhaben 16TOA002
BMBF Fördervorhaben 16TOA002
author_facet Freyermuth, Gundolf S., 1955-
Beil, Benjamin, 1980-
Schmidt, Hanns Christian,
BMBF Fördervorhaben 16TOA002
BMBF Fördervorhaben 16TOA002
BMBF Fördervorhaben 16TOA002
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author_corporate_role Funder
title Paratextualizing games : investigations on the paraphernalia and peripheries of play /
spellingShingle Paratextualizing games : investigations on the paraphernalia and peripheries of play /
Bild und Bit. Studien zur digitalen Medienkultur
Cover -- Table of Contents -- Preface and Acknowledgements -- Paratext | Paraplay -- Histories -- "And You Didn't Even Look at It!" -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- Performances -- Player Agency in Audience Gaming -- Material Culture on Twitch -- Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts -- Fame or Infamy: The Influence of Let's Plays on Independent Game Developers -- "Here Comes a New Challenger" -- Peripheries -- The Impending Demise of Video Game Packaging: An Eulogy -- The Ludic Nature of Paratexts -- [Para]Textually Here: Paratexts and Presence in Games -- Isekai: Tracing Interactive Control in Non-interactive Media -- The Paratext, the Palimpsest, and the Pandemic -- Contributors.
title_sub investigations on the paraphernalia and peripheries of play /
title_full Paratextualizing games : investigations on the paraphernalia and peripheries of play / edited by Benjamin Beil, Gundolf S. Freyermuth, and Hanns Christian Schmidt.
title_fullStr Paratextualizing games : investigations on the paraphernalia and peripheries of play / edited by Benjamin Beil, Gundolf S. Freyermuth, and Hanns Christian Schmidt.
title_full_unstemmed Paratextualizing games : investigations on the paraphernalia and peripheries of play / edited by Benjamin Beil, Gundolf S. Freyermuth, and Hanns Christian Schmidt.
title_auth Paratextualizing games : investigations on the paraphernalia and peripheries of play /
title_new Paratextualizing games :
title_sort paratextualizing games : investigations on the paraphernalia and peripheries of play /
series Bild und Bit. Studien zur digitalen Medienkultur
series2 Bild und Bit. Studien zur digitalen Medienkultur
publisher transcript Verlag
Transcript Verlag,
publishDate 2021
physical 1 online resource (407 pages)
edition 1st ed.
contents Cover -- Table of Contents -- Preface and Acknowledgements -- Paratext | Paraplay -- Histories -- "And You Didn't Even Look at It!" -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- Performances -- Player Agency in Audience Gaming -- Material Culture on Twitch -- Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts -- Fame or Infamy: The Influence of Let's Plays on Independent Game Developers -- "Here Comes a New Challenger" -- Peripheries -- The Impending Demise of Video Game Packaging: An Eulogy -- The Ludic Nature of Paratexts -- [Para]Textually Here: Paratexts and Presence in Games -- Isekai: Tracing Interactive Control in Non-interactive Media -- The Paratext, the Palimpsest, and the Pandemic -- Contributors.
isbn 3-8394-5421-2
3-8376-5421-4
3-7328-5421-3
callnumber-first G - Geography, Anthropology, Recreation
callnumber-subject GV - Leisure and Recreation
callnumber-label GV1469
callnumber-sort GV 41469.15 P373 42021
illustrated Illustrated
dewey-hundreds 000 - Computer science, information & general works
dewey-tens 070 - News media, journalism & publishing
dewey-ones 070 - News media, journalism & publishing
dewey-full 070.4
dewey-sort 270.4
dewey-raw 070.4
dewey-search 070.4
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