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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