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...

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Detalles Bibliográficos
Autor Corporativo: BMBF Fördervorhaben 16TOA002 funder (funder)
Otros Autores: Beil, Benjamin (Editor), Freyermuth, Gundolf S., 1955- editor (editor), Beil, Benjamin, 1980- editor, Schmidt, Hanns Christian, editor
Formato: Libro electrónico
Idioma:Inglés
Publicado: Bielefeld transcript Verlag 2021
Bielefeld, Germany : [2021]
Edición:1st ed
Colección:Bild und Bit. Studien zur digitalen Medienkultur
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.