Paratextualizing Games

Paratextualizing Games
Author :
Publisher : transcript Verlag
Total Pages : 364
Release :
ISBN-10 : 9783732854219
ISBN-13 : 3732854213
Rating : 4/5 (19 Downloads)

Book Synopsis Paratextualizing Games by : Benjamin Beil

Download or read book Paratextualizing Games written by Benjamin Beil and published by transcript Verlag. This book was released on 2021-11-30 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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?

(Not) In the Game

(Not) In the Game
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 230
Release :
ISBN-10 : 9783110732924
ISBN-13 : 3110732920
Rating : 4/5 (24 Downloads)

Book Synopsis (Not) In the Game by : Regina Seiwald

Download or read book (Not) In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Paratextualizing Games

Paratextualizing Games
Author :
Publisher : Transcript Publishing
Total Pages : 300
Release :
ISBN-10 : 3837654214
ISBN-13 : 9783837654219
Rating : 4/5 (14 Downloads)

Book Synopsis Paratextualizing Games by : Benjamin Beil

Download or read book Paratextualizing Games written by Benjamin Beil and published by Transcript Publishing. This book was released on 2021-04 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology examines paratexts that gaming cultures have produced 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?

The Playful Citizen

The Playful Citizen
Author :
Publisher :
Total Pages : 0
Release :
ISBN-10 : 9462984522
ISBN-13 : 9789462984523
Rating : 4/5 (22 Downloads)

Book Synopsis The Playful Citizen by : René Glas

Download or read book The Playful Citizen written by René Glas and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.

How to Talk about Videogames

How to Talk about Videogames
Author :
Publisher : U of Minnesota Press
Total Pages : 200
Release :
ISBN-10 : 9781452949871
ISBN-13 : 1452949875
Rating : 4/5 (71 Downloads)

Book Synopsis How to Talk about Videogames by : Ian Bogost

Download or read book How to Talk about Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2015-11-15 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

(Not) In the Game

(Not) In the Game
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 266
Release :
ISBN-10 : 9783110732993
ISBN-13 : 3110732998
Rating : 4/5 (93 Downloads)

Book Synopsis (Not) In the Game by : Regina Seiwald

Download or read book (Not) In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Second Person

Second Person
Author :
Publisher : MIT Press
Total Pages : 428
Release :
ISBN-10 : 9780262514187
ISBN-13 : 0262514184
Rating : 4/5 (87 Downloads)

Book Synopsis Second Person by : Pat Harrigan

Download or read book Second Person written by Pat Harrigan and published by MIT Press. This book was released on 2010-01-22 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.