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...
| Corporate Author: | |
|---|---|
| Other Authors: | , , |
| 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