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Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play
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Abstract 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... view more
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?... view less
Classification
Leisure Research
Interactive, electronic Media
Free Keywords
Computer Games; Digital Games; Digital Media; Fan Studies; Let's Plays; Media; Media Aesthetics; Media Studies; Paratext; Popular Culture
Document language
English
Publication Year
2021
Publisher
transcript Verlag
City
Bielefeld
Page/Pages
403 p.
Series
Studies of Digital Media Culture, 13
DOI
https://doi.org/10.14361/9783839454213
ISBN
978-3-8394-5421-3
Status
Published Version; reviewed