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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Bibliographic Details
Superior document:Bild und Bit. Studien zur digitalen Medienkultur
Funder:
TeilnehmendeR:
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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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Table of 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.