Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play
Gespeichert in:
Weitere Verfasser: | , , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Bielefeld
transcript Verlag
2021
|
Ausgabe: | 1st ed |
Schlagworte: | |
Online-Zugang: | Volltext |
Beschreibung: | 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? |
Beschreibung: | 1 Online-Ressource (406 Seiten) |
ISBN: | 9783839454213 |
Internformat
MARC
LEADER | 00000nam a2200000zc 4500 | ||
---|---|---|---|
001 | BV050209617 | ||
003 | DE-604 | ||
007 | cr|uuu---uuuuu | ||
008 | 250319s2021 xx o|||| 00||| eng d | ||
020 | |a 9783839454213 |c Online |9 978-3-8394-5421-3 | ||
024 | 7 | |a 10.5555/9783839454213 |2 doi | |
024 | 3 | |a 9783839454213 | |
035 | |a (DE-599)BSZ9783839454213 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
049 | |a DE-Aug4 |a DE-861 |a DE-898 |a DE-824 |a DE-B1533 | ||
245 | 1 | 0 | |a Paratextualizing Games |b Investigations on the Paraphernalia and Peripheries of Play |c Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt |
250 | |a 1st ed | ||
264 | 1 | |a Bielefeld |b transcript Verlag |c 2021 | |
300 | |a 1 Online-Ressource (406 Seiten) | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
500 | |a 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? | ||
650 | 4 | |a Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies | |
700 | 1 | |a Beil, Benjamin |4 edt | |
700 | 1 | |a Freyermuth, Gundolf S. |4 edt | |
700 | 1 | |a Schmidt, Hanns Christian |4 edt | |
856 | 4 | 0 | |u https://elibrary.utb.de/doi/book/10.5555/9783839454213 |x Verlag |z kostenfrei |3 Volltext |
912 | |a ZDB-41-UTBOA | ||
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-035544813 |
Datensatz im Suchindex
_version_ | 1827012512838582272 |
---|---|
adam_text | |
any_adam_object | |
author2 | Beil, Benjamin Freyermuth, Gundolf S. Schmidt, Hanns Christian |
author2_role | edt edt edt |
author2_variant | b b bb g s f gs gsf h c s hc hcs |
author_facet | Beil, Benjamin Freyermuth, Gundolf S. Schmidt, Hanns Christian |
building | Verbundindex |
bvnumber | BV050209617 |
collection | ZDB-41-UTBOA |
ctrlnum | (DE-599)BSZ9783839454213 |
edition | 1st ed |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>00000nam a2200000zc 4500</leader><controlfield tag="001">BV050209617</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">250319s2021 xx o|||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9783839454213</subfield><subfield code="c">Online</subfield><subfield code="9">978-3-8394-5421-3</subfield></datafield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.5555/9783839454213</subfield><subfield code="2">doi</subfield></datafield><datafield tag="024" ind1="3" ind2=" "><subfield code="a">9783839454213</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BSZ9783839454213</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-Aug4</subfield><subfield code="a">DE-861</subfield><subfield code="a">DE-898</subfield><subfield code="a">DE-824</subfield><subfield code="a">DE-B1533</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Paratextualizing Games</subfield><subfield code="b">Investigations on the Paraphernalia and Peripheries of Play</subfield><subfield code="c">Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">1st ed</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Bielefeld</subfield><subfield code="b">transcript Verlag</subfield><subfield code="c">2021</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (406 Seiten)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">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?</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Beil, Benjamin</subfield><subfield code="4">edt</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Freyermuth, Gundolf S.</subfield><subfield code="4">edt</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Schmidt, Hanns Christian</subfield><subfield code="4">edt</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">https://elibrary.utb.de/doi/book/10.5555/9783839454213</subfield><subfield code="x">Verlag</subfield><subfield code="z">kostenfrei</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-41-UTBOA</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-035544813</subfield></datafield></record></collection> |
id | DE-604.BV050209617 |
illustrated | Not Illustrated |
indexdate | 2025-03-19T09:01:48Z |
institution | BVB |
isbn | 9783839454213 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-035544813 |
open_access_boolean | 1 |
owner | DE-Aug4 DE-861 DE-898 DE-BY-UBR DE-824 DE-B1533 |
owner_facet | DE-Aug4 DE-861 DE-898 DE-BY-UBR DE-824 DE-B1533 |
physical | 1 Online-Ressource (406 Seiten) |
psigel | ZDB-41-UTBOA |
publishDate | 2021 |
publishDateSearch | 2021 |
publishDateSort | 2021 |
publisher | transcript Verlag |
record_format | marc |
spelling | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt 1st ed Bielefeld transcript Verlag 2021 1 Online-Ressource (406 Seiten) txt rdacontent c rdamedia cr rdacarrier 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 Beil, Benjamin edt Freyermuth, Gundolf S. edt Schmidt, Hanns Christian edt https://elibrary.utb.de/doi/book/10.5555/9783839454213 Verlag kostenfrei Volltext |
spellingShingle | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies |
title | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play |
title_auth | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play |
title_exact_search | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play |
title_full | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt |
title_fullStr | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt |
title_full_unstemmed | Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt |
title_short | Paratextualizing Games |
title_sort | paratextualizing games investigations on the paraphernalia and peripheries of play |
title_sub | Investigations on the Paraphernalia and Peripheries of Play |
topic | Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies |
topic_facet | Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies |
url | https://elibrary.utb.de/doi/book/10.5555/9783839454213 |
work_keys_str_mv | AT beilbenjamin paratextualizinggamesinvestigationsontheparaphernaliaandperipheriesofplay AT freyermuthgundolfs paratextualizinggamesinvestigationsontheparaphernaliaandperipheriesofplay AT schmidthannschristian paratextualizinggamesinvestigationsontheparaphernaliaandperipheriesofplay |