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...
Enregistré dans:
Autres auteurs: | , , |
---|---|
Format: | Électronique Chapitre de livre |
Langue: | anglais |
Publié: |
Bielefeld
transcript Verlag
2021
|
Collection: | Bild und Bit. Studien zur digitalen Medienkultur
|
Sujets: | |
Accès en ligne: | DOAB: download the publication DOAB: description of the publication |
Tags: |
Ajouter un tag
Pas de tags, Soyez le premier à ajouter un tag!
|
Résumé: | 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? |
---|---|
Description matérielle: | 1 electronic resource (406 p.) |
ISBN: | 9783839454213 9783837654219 9783732854219 |
Accès: | Open Access |