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Zusatztext Paul Booth's Game Play: Paratextuality in Contemporary Board Games is a ground-breaking piece of work. Demonstrating a keen eye for detail, critical analysis and genuine affection for the art of play Booth has produced a much-needed book that shines light on an often overlooked area of popular culture. With chapters on major franchise board games like Star Trek and The Lord of the Rings and those based on acclaimed weird fiction writer H.P. Lovecraft Game Play offers us new ways of understanding the joys and social practices of board game culture. Fans and scholars alike will want to read this - and then go break out the dice! Informationen zum Autor Paul Booth Klappentext The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games , Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who , The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment. Vorwort Analyzes paratextual board games--particularly games based on film, television, and books--as unique media texts. Zusammenfassung The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today’s board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games , Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who , The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment. Inhaltsverzeichnis Introduction Part I: Understanding Games Chapter 1 - Ludifying Lovecraft in Arkham HorrorChapter 2 - Lord of the Rings as Convergent GameplayChapter 3 - Transmedia Pathos and Plot in The Walking Dead Part II: Understanding Media Chapter 4 - Battlestar Galactica and Spimatic Meaning in GamesChapter 5 - Mutability and Materiality in Star Trek Chapter 6 - The Hunger Games and Fan Paratextual ParticipationChapter 7 - Narratives and Databases in Game of Thrones Conclusion - Ludic Interaction in Doctor Who BibliographyGlossa...