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Paratextualizing Games - Investigations on the Paraphernalia and Peripheries of Play

Inglese · Tascabile

Descrizione

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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?

Info autore

Benjamin Beil ist Professur für Medienwissenschaft mit Schwerpunkt Digitalkulturen am Institut für Medienkultur und Theater der Universität zu KölnGundolf S. Freyermuth (Prof. Dr.) ist Professor für »Media and Game Studies« und Co-Director des Cologne Game Lab an der TH Köln. Außerdem ist er außerordentlicher Professor für Vergleichende Medienwissenschaften an der ifs Internationale Filmschule Köln.Hanns Christian Schmidt is a professor for Game Design at Macromedia University for Applied Sciences (Cologne) and a research assistant at the Institute of Media Culture and Theater at the University of Cologne.

Riassunto

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?

Testo aggiuntivo

Besprochen in:https://archive.org, 08.04.2024

Relazione

Besprochen in:
https://archive.org, 08.04.2024

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