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

Saved in:
Bibliographic Details
Other Authors: Beil, Benjamin (Editor), Freyermuth, Gundolf S. (Editor), Schmidt, Hanns Christian (Editor)
Format: Electronic Book Chapter
Language:English
Published: Bielefeld transcript Verlag 2021
Series:Bild und Bit. Studien zur digitalen Medienkultur 13
Subjects:
Online Access:OAPEN Library: download the publication
OAPEN Library: description of the publication
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000naaaa2200000uu 4500
001 oapen_2024_20_500_12657_52071
005 20211217
003 oapen
006 m o d
007 cr|mn|---annan
008 20211217s2021 xx |||||o ||| 0|eng d
020 |a 9783839454213 
020 |a 9783839454213 
020 |a 9783837654219 
020 |a 9783732854219 
040 |a oapen  |c oapen 
024 7 |a 10.14361/9783839454213  |c doi 
041 0 |a eng 
042 |a dc 
072 7 |a JFD  |2 bicssc 
072 7 |a JFCA  |2 bicssc 
100 1 |a Beil, Benjamin  |4 edt 
700 1 |a Freyermuth, Gundolf S.  |4 edt 
700 1 |a Schmidt, Hanns Christian  |4 edt 
700 1 |a Beil, Benjamin  |4 oth 
700 1 |a Freyermuth, Gundolf S.  |4 oth 
700 1 |a Schmidt, Hanns Christian  |4 oth 
245 1 0 |a Paratextualizing Games  |b Investigations on the Paraphernalia and Peripheries of Play 
260 |a Bielefeld  |b transcript Verlag  |c 2021 
300 |a 1 electronic resource (406 p.) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Bild und Bit. Studien zur digitalen Medienkultur  |v 13 
506 0 |a Open Access  |2 star  |f Unrestricted online access 
520 |a 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? 
540 |a Creative Commons  |f https://creativecommons.org/licenses/by-sa/4.0/  |2 cc  |4 https://creativecommons.org/licenses/by-sa/4.0/ 
546 |a English 
650 7 |a Media studies  |2 bicssc 
650 7 |a Popular culture  |2 bicssc 
653 |a Digital Games 
653 |a Paratext 
653 |a Fan Studies 
653 |a Let's Plays 
653 |a Media 
653 |a Popular Culture 
653 |a Computer Games 
653 |a Digital Media 
653 |a Media Aesthetics 
653 |a Media Studies 
856 4 0 |a www.oapen.org  |u https://library.oapen.org/bitstream/id/6d847218-10e0-4d36-bca1-e1f1135b5f3d/9783839454213.pdf  |7 0  |z OAPEN Library: download the publication 
856 4 0 |a www.oapen.org  |u https://library.oapen.org/handle/20.500.12657/52071  |7 0  |z OAPEN Library: description of the publication