Paratextualizing games investigations on the paraphernalia and peripheries of play
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...
Autor Corporativo: | |
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Otros Autores: | , , , |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Bielefeld
transcript Verlag
2021
Bielefeld, Germany : [2021] |
Edición: | 1st ed |
Colección: | Bild und Bit. Studien zur digitalen Medienkultur
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009654269706719 |
Tabla de Contenidos:
- 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.