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?
Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.
Benjamin Beil (Prof. Dr.) is a professor of media studies and digital culture at the Department of Media Culture and Theatre of the University of Cologne, Germany. His research interests include game studies, inter- and transmediality, television series, and participatory cultures.<br /><br />Gundolf S. Freyermuth (Prof. Dr.) is a professor of media and game studies and a founding director of the Cologne Game Lab at TH Köln - University of Applied Sciences in Cologne. He also teaches comparative media studies at the ifs international film school Cologne. His research interests include digital games, audiovisuality, transmediality, and network culture.<br /><br />Hanns Christian Schmidt (Prof. Dr.) is a professor of Game Design at Macromedia University (Cologne) and reseach assistant at the Department of Media Culture and Theatre of the University of Cologne, Germany. His research interests include game studies, game design, inter- and transmediality, film- and television studies.
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?
„Über diesen Titel“ kann sich auf eine andere Ausgabe dieses Titels beziehen.
Anbieter: PBShop.store US, Wood Dale, IL, USA
PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000. Artikel-Nr. GZ-9783837654219
Anbieter: Bunt Buchhandlung GmbH, Köln, Deutschland
Zustand: Sehr gut. 406 S. Als Mängelexemplar gekennzeichnet, Lagerspuren vorhanden Sprache: Englisch Gewicht in Gramm: 627. Artikel-Nr. 105797
Anzahl: 1 verfügbar
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes Königreich
PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000. Artikel-Nr. GZ-9783837654219
Anzahl: 4 verfügbar
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
Zustand: New. Artikel-Nr. 393102568
Anzahl: 3 verfügbar
Anbieter: Kennys Bookstore, Olney, MD, USA
Zustand: New. 2021. Paperback. . . . . . Books ship from the US and Ireland. Artikel-Nr. V9783837654219
Anzahl: 2 verfügbar
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
Paperback. Zustand: Brand New. 403 pages. 9.00x6.00x1.00 inches. In Stock. Artikel-Nr. x-3837654214
Anzahl: 2 verfügbar