UID:
kobvindex_HPB1289790178
Format:
1 online resource (407 p.).
Edition:
1 ed.
ISBN:
9783839454213
,
3839454212
Series Statement:
Bild und Bit. Studien zur digitalen Medienkultur
Content:
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?
Note:
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
Language:
English
URL:
View this content on Open Research Library.