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...

Full description

Bibliographic Details
Corporate Author: Walter de Gruyter & Co
Other Authors: Beil, Benjamin (Editor), Freyermuth, Gundolf S. (Editor), Schmidt, Hanns Christian (Editor)
Format: eBook
Language:English
Published: Bielefeld : transcript Verlag, 2021.
Edition:1 ed.
Series:Bild und Bit. Studien zur digitalen Medienkultur.
Subjects:
Online Access:Connect to the full text of this electronic book
Table of Contents:
  • Frontmatter
  • 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