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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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
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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.