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...
| Autores principales: | , , |
|---|---|
| Formato: | Libro |
| Publicado: |
transcript
2021
|
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=3098348&site=ehost-live header: @attributes: shortDbName: nlebk uiTerm: 3098348 longDbName: eBook Collection (EBSCOhost) uiTag: AN controlInfo: bkinfo: btl: Paratextualizing Games : Investigations on the Paraphernalia and Peripheries of Play aug: au: Benjamin Beil Gundolf S. Freyermuth Hanns Christian Schmidt sertl: Studies of Digital Media Culture isbn: 9783837654219 9783732854219 9783839454213 imageinfo: pubinfo: dt: @attributes: year: 2021 month: 01 day: 01 dtAvail: @attributes: year: 2022 month: 01 day: 26 vid: 00013 pub: transcript pubContract: Transcript Verlag place: Bielefeld price: 0.01 limitsGroup: maxCheckoutDays: 1500 pda: N printPagesOffline: 100 printPagesOnline: 100 previewPages: 10000 prePubGroup: dewey: @attributes: class: 070.4 item: 070 .4 lc: @attributes: class: GV1469.15 item: GV 1469 .15 artinfo: ui: 3098348 1291712206 formats: fmt: – @attributes: type: EB doid: NL$3098348$PDF caption: PDF download: Y – @attributes: type: EK doid: NL$3098348$EPUB caption: EPUB download: Y tig: atl: Paratextualizing Games : Investigations on the Paraphernalia and Peripheries of Play ptl: Paratextualizing Games aug: au: Benjamin Beil Gundolf S. Freyermuth Hanns Christian Schmidt su: Video games sug: subj: SOCIAL SCIENCE / Media Studies SOCIAL SCIENCE / Popular Culture Video games ab: 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? pubtype: eBook doctype: Book ougenre: Book language: English copyright: @attributes: flag: N copyrightText: holdings: @attributes: islocal: N |
|---|