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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Other Authors: | , , |
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Format: | Electronic Book Chapter |
Language: | English |
Published: |
Bielefeld
transcript Verlag
2021
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Series: | Bild und Bit. Studien zur digitalen Medienkultur
13 |
Subjects: | |
Online Access: | OAPEN Library: download the publication OAPEN Library: description of the publication |
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Summary: | 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? |
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Physical Description: | 1 electronic resource (406 p.) |
ISBN: | 9783839454213 9783837654219 9783732854219 |
Access: | Open Access |