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  1. Paratextualizing Games : Investigations on the Paraphernalia and Peripheries of Play
    Contributor: Beil, Benjamin (Publisher); Freyermuth, Gundolf S. (Publisher); Schmidt, Hanns Christian (Publisher)
    Published: 2021
    Publisher:  transcript Verlag, Bielefeld

    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... more

     

    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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    Source: OAPEN; transcript Open Access
    Contributor: Beil, Benjamin (Publisher); Freyermuth, Gundolf S. (Publisher); Schmidt, Hanns Christian (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213; 9783837654219; 9783732854219
    Other identifier:
    Subjects: Media studies; Popular culture
    Other subjects: Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies
    Scope: 1 electronic resource (406 p.)
  2. Paratextualizing Games
    Investigations on the Paraphernalia and Peripheries of Play
    Contributor: Beil, Benjamin (Herausgeber); Freyermuth, Gundolf S. (Herausgeber); Schmidt, Hanns Christian (Herausgeber)
    Published: 2021
    Publisher:  transcript Verlag, Bielefeld

  3. Paratextualizing Games
    Investigations on the Paraphernalia and Peripheries of Play
    Contributor: Beil, Benjamin (Herausgeber); Freyermuth, Gundolf S. (Herausgeber); Schmidt, Hanns Christian (Herausgeber)
    Published: 2021
    Publisher:  transcript Verlag, Bielefeld

  4. Paratextualizing games
    investigations on the paraphernalia and peripheres of play
    Contributor: Beil, Benjamin (HerausgeberIn); Freyermuth, Gundolf S. (HerausgeberIn); Schmidt, Hanns Christian (HerausgeberIn)
    Published: 2021
    Publisher:  transcript, Bielefeld

    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... more

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    Unlimited inter-library loan, copies and loan

     

    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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    Source: Union catalogues
    Contributor: Beil, Benjamin (HerausgeberIn); Freyermuth, Gundolf S. (HerausgeberIn); Schmidt, Hanns Christian (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213
    Series: Studies of digital media culture ; volume 13
    Subjects: Media; Digital Media; Media Aesthetics; Media Studies; Popular Culture; computer games; Paratext; Fan Studies; Let's Plays; Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies;
    Scope: 1 Online-Ressource
  5. Paratextualizing games
    investigations on the paraphernalia and peripheries of play
  6. Paratextualizing games
    investigations on the paraphernalia and peripheries of play
    Contributor: Beil, Benjamin (Publisher); Freyermuth, Gundolf S. (Publisher); Schmidt, Hanns Christian (Publisher)
    Published: 2021
    Publisher:  transcript, Bielefeld

    "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... more

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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?"--Provided by vendor

     

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    Content information
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Source: Union catalogues
    Contributor: Beil, Benjamin (Publisher); Freyermuth, Gundolf S. (Publisher); Schmidt, Hanns Christian (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213; 9783732854219
    Other identifier:
    RVK Categories: AP 15963
    Series: Studies of digital media culture ; volume 13
    Subjects: Neue Medien; Computerspiel; Paratext; Medienkultur
    Other subjects: Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies
    Scope: 1 Online-Ressource
    Notes:

    Erscheint als Open Access bei De Gruyter

  7. Paratextualizing Games
    Investigations on the Paraphernalia and Peripheries of Play
    Contributor: Beil, Benjamin (Herausgeber); Freyermuth, Gundolf S. (Herausgeber); Schmidt, Hanns Christian (Herausgeber)
    Published: 2021
    Publisher:  transcript Verlag, [Erscheinungsort nicht ermittelbar] ; OAPEN FOUNDATION, The Hague

    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... more

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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?...

     

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    Source: Union catalogues
    Contributor: Beil, Benjamin (Herausgeber); Freyermuth, Gundolf S. (Herausgeber); Schmidt, Hanns Christian (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213; 9783837654219; 9783732854219
    RVK Categories: AP 15963
    DDC Categories: 004; 793; 300
    Subjects: Paratext; Computerspiel; Neue Medien; Medienkultur; Media studies; Popular culture
    Other subjects: Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies
    Scope: 1 Online-Ressource (406 p.)
  8. Let's Plays und ihr didaktisches Potenzial: Von der Sprache zur multimodalen Kommunikation
    Published: 2023
    Publisher:  Schneider Verlag Hohengehren, Baltmannsweiler ; Leibniz-Institut für Deutsche Sprache (IDS) [Zweitveröffentlichung], Mannheim

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    Source: Union catalogues
    Contributor: Staubach, Katharina (Herausgeber)
    Language: German
    Media type: Book
    Format: Online
    Other identifier:
    Subjects: Computerspiel; Deutschunterricht; YouTube; Interaktion; Englischunterricht; Videospiel; Didaktik; Kommunikation; Multimodalität; Deutschunterricht; Digitalisierung; Unterricht; Computerspiel; Interaktion
    Other subjects: Let's Plays; Multimodale Kommunikation; Digitale Formate
    Scope: Online-Ressource
    Notes:

    In: Multimodale Kommunikation in den Hypermedien und Deutschunterricht. Theoretische, empirische und unterrichtspraktische Zugänge. - Baltmannsweiler : Schneider Verlag Hohengehren, 2021, S. 207-224. - ISBN 978-3-8340-2107-6

  9. Paratextualizing games
    investigations on the paraphernalia and peripheries of play
    Contributor: Beil, Benjamin (Publisher); Freyermuth, Gundolf S. (Publisher); Schmidt, Hanns Christian (Publisher)
    Published: 2021
    Publisher:  transcript, Bielefeld

    "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... more

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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?"--Provided by vendor

     

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    Content information
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Source: Union catalogues
    Contributor: Beil, Benjamin (Publisher); Freyermuth, Gundolf S. (Publisher); Schmidt, Hanns Christian (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213; 9783732854219
    Other identifier:
    RVK Categories: AP 15963
    Series: Studies of digital media culture ; volume 13
    Subjects: Neue Medien; Computerspiel; Paratext; Medienkultur
    Other subjects: Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies
    Scope: 1 Online-Ressource
    Notes:

    Erscheint als Open Access bei De Gruyter

  10. Paratextualizing games
    investigations on the paraphernalia and peripheries of play
    Contributor: Beil, Benjamin (HerausgeberIn); Freyermuth, Gundolf S. (HerausgeberIn); Schmidt, Hanns Christian (HerausgeberIn)
    Published: [2021]
    Publisher:  transcript, Bielefeld

    Frontmatter -- Table of Contents -- Preface and Acknowledgements -- Paratext . Paraplay -- HISTORIES -- “And You Didn’t Even Look at It!” -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- PERFORMANCES -- Player... more

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    Frontmatter -- Table of Contents -- Preface and Acknowledgements -- Paratext . Paraplay -- HISTORIES -- “And You Didn’t Even Look at It!” -- The Cartography of Virtual Empires -- Unboxing AGE OF EMPIRES -- Making Mario -- PERFORMANCES -- Player Agency in Audience Gaming -- Material Culture on Twitch -- Benefits of Including Let’s Play Recordings in Close Readings of Digital Game Texts -- Fame or Infamy: The Influence of Let’s Plays on Independent Game Developers -- “Here Comes a New Challenger” -- PERIPHERIES -- The Impending Demise of Video Game Packaging: An Eulogy -- The Ludic Nature of Paratexts -- [Para]Textually Here: Paratexts and Presence in Games -- Isekai: Tracing Interactive Control in Non-interactive Media -- The Paratext, the Palimpsest, and the Pandemic -- Contributors 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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    Content information
    Source: Staatsbibliothek zu Berlin
    Contributor: Beil, Benjamin (HerausgeberIn); Freyermuth, Gundolf S. (HerausgeberIn); Schmidt, Hanns Christian (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213
    Other identifier:
    Series: Studies of digital media culture ; volume 13
    Subjects: Video games; SOCIAL SCIENCE / Media Studies; Computer games
    Other subjects: Computer Games; Digital Media; Fan Studies; Let's Plays; Media Aesthetics; Media Studies; Media; Paratext; Popular Culture
    Scope: 1 Online-Ressource (406 p)
  11. Paratextualizing games
    investigations on the paraphernalia and peripheres of play
    Contributor: Beil, Benjamin (HerausgeberIn); Freyermuth, Gundolf S. (HerausgeberIn); Schmidt, Hanns Christian (HerausgeberIn)
    Published: 2021
    Publisher:  transcript, Bielefeld

    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... more

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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?

     

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    Source: Union catalogues
    Contributor: Beil, Benjamin (HerausgeberIn); Freyermuth, Gundolf S. (HerausgeberIn); Schmidt, Hanns Christian (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839454213
    Other identifier:
    9783839454213
    Series: Studies of digital media culture ; volume 13
    Subjects: Video games; Media; Digital Media; Media Aesthetics; Media Studies; Popular Culture; computer games; Paratext; Fan Studies; Let's Plays; Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies;; Computer games
    Scope: 1 Online-Ressource