Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play (Bild und Bit. Studien zur digitalen Medienkultur) - Softcover

Buch 7 von 9: Studies of Digital Media Culture

Benjamin Beil; Gundolf S. Freyermuth; Hanns Christian Schmidt

 
9783837654219: Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play (Bild und Bit. Studien zur digitalen Medienkultur)

Inhaltsangabe

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?

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Über die Autorin bzw. den Autor

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.

Von der hinteren Coverseite

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?

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