Paratextualizing Games
Investigations on the Paraphernalia and Peripheries of Play
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?
Overview Chapters
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Frontmatter
Seiten 1 - 4 -
Table of Contents
Seiten 5 - 8 -
Preface and Acknowledgements
Seiten 9 - 12 -
Paratext . Paraplay
Seiten 13 - 52 -
HISTORIES
"And You Didn't Even Look at It!"
Seiten 55 - 74 -
The Cartography of Virtual Empires
Seiten 75 - 96 -
Unboxing AGE OF EMPIRES
Seiten 97 - 130 -
Making Mario
Seiten 131 - 162 -
PERFORMANCES
Player Agency in Audience Gaming
Seiten 165 - 180 -
Material Culture on Twitch
Seiten 181 - 212 -
Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts
Seiten 213 - 236 -
Fame or Infamy: The Influence of Let's Plays on Independent Game Developers
Seiten 237 - 256 -
"Here Comes a New Challenger"
Seiten 257 - 278 -
PERIPHERIES
The Impending Demise of Video Game Packaging: An Eulogy
Seiten 281 - 292 -
The Ludic Nature of Paratexts
Seiten 293 - 318 -
[Para]Textually Here: Paratexts and Presence in Games
Seiten 319 - 340 -
Isekai: Tracing Interactive Control in Non-interactive Media
Seiten 341 - 372 -
The Paratext, the Palimpsest, and the Pandemic
Seiten 373 - 398 -
Contributors
Seiten 399 - 406
3 November 2021, 406 pages
ISBN: 978-3-8376-5421-9
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