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oapen-20.500.12657-520712022-01-25T10:57:09Z Paratextualizing Games Beil, Benjamin Freyermuth, Gundolf S. Schmidt, Hanns Christian Digital Games Paratext Fan Studies Let's Plays Media Popular Culture Computer Games Digital Media Media Aesthetics Media Studies bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFC Cultural studies::JFCA Popular culture 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? 2021-12-17T17:42:41Z 2021-12-17T17:42:41Z 2021 book ONIX_20211217_9783839454213_4 9783839454213 9783837654219 9783732854219 https://library.oapen.org/handle/20.500.12657/52071 eng Bild und Bit. Studien zur digitalen Medienkultur application/pdf Attribution-ShareAlike 4.0 International 9783839454213.pdf transcript Verlag transcript Verlag 10.14361/9783839454213 10.14361/9783839454213 b30a6210-768f-42e6-bb84-0e6306590b5c e5d0d4f1-b986-495a-ae00-7ef7acccdbc4 9783839454213 9783837654219 9783732854219 transcript Verlag 13 406 Bielefeld 16TOA002 open access
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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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