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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?
Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies --- SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Digital Media. --- Fan Studies. --- Let's Plays. --- Media Aesthetics. --- Media Studies. --- Media. --- Paratext. --- Popular Culture. --- Computer games. --- Application software --- Electronic games --- Computer games --- Internet games --- Television games --- Videogames --- Games --- Digital Games --- Paratext --- Fan Studies --- Let's Plays --- Media --- Popular Culture --- Computer Games --- Digital Media --- Media Aesthetics --- Media Studies --- Video games.
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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization. The contributors examine this playful materiality from various angles.
Digital media. --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Computer Games. --- Culture. --- Digital Media. --- Materiality. --- Media Aesthetics. --- Media Studies. --- Media. --- Play. --- Popular Culture.
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As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, so that the ontological boundary transgression between the narrated world and the world of the recipient comes into focus. These diverse transgressions-medial and ontological-are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.
Boundaries. --- Games. --- Storytelling. --- SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Media Aesthetics. --- Media Studies. --- Media Theory. --- Media. --- Popular Culture. --- Social Impact.
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