LEADER 04414oam 2200841 c 450 001 9910513700303321 005 20260102090118.0 010 $a9783839454213 010 $a3839454212 024 7 $a10.1515/9783839454213 035 $a(CKB)5590000000637214 035 $a(MiAaPQ)EBC6956232 035 $a(Au-PeEL)EBL6956232 035 $a(DE-B1597)563122 035 $a(DE-B1597)9783839454213 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/75023 035 $a(ScCtBLL)02882d4c-f83b-41b6-86a9-6e35e09fa09b 035 $a(Perlego)3023887 035 $a(transcript Verlag)9783839454213 035 $a(oapen)doab75023 035 $a(EXLCZ)995590000000637214 100 $a20260102d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aParatextualizing Games$eInvestigations on the Paraphernalia and Peripheries of Play$fBenjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt 205 $a1st ed. 210 $aBielefeld$ctranscript Verlag$d2021 215 $a1 online resource (407 pages) 225 0 $aBild und Bit. Studien zur digitalen Medienkultur 311 08$a9783837654219 311 08$a3837654214 311 08$a9783732854219 311 08$a3732854213 327 $aCover -- Table of Contents -- Preface and Acknowledgements -- Paratext | Paraplay -- Histories -- "And You Didn't Even Look at It!" -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- Performances -- Player Agency in Audience Gaming -- Material Culture on Twitch -- Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts -- Fame or Infamy: The Influence of Let's Plays on Independent Game Developers -- "Here Comes a New Challenger" -- Peripheries -- The Impending Demise of Video Game Packaging: An Eulogy -- 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. 330 $aGaming 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? 330 1 $aBesprochen in:https://archive.org, 08.04.2024 410 0$aBild und Bit. Studien zur digitalen Medienkultur 517 2 $aBeil et al. (eds.), Paratextualizing Games$eInvestigations on the Paraphernalia and Peripheries of Play 606 $aDigital Games 606 $aParatext 606 $aFan Studies 606 $aLet's Plays 606 $aMedia 606 $aPopular Culture 606 $aComputer Games 606 $aDigital Media 606 $aMedia Aesthetics 606 $aMedia Studies 615 4$aDigital Games 615 4$aParatext 615 4$aFan Studies 615 4$aLet's Plays 615 4$aMedia 615 4$aPopular Culture 615 4$aComputer Games 615 4$aDigital Media 615 4$aMedia Aesthetics 615 4$aMedia Studies 676 $a070.4 702 $aBeil$b Benjamin$p
Benjamin Beil, Universität zu Köln, Deutschland
$4edt 702 $aFreyermuth$b Gundolf S$pGundolf S. Freyermuth, TH Köln, Deutschland
$4edt 702 $aSchmidt$b Hanns Christian$pHanns Christian Schmidt, Hochschule Macromedia (Köln), Deutschland
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