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Paratextualizing Games – Investigations on the Paraphernalia and Peripheries of Play (Paperback): Benjamin Beil, Gundolf S.... Paratextualizing Games – Investigations on the Paraphernalia and Peripheries of Play (Paperback)
Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt
R1,268 Discovery Miles 12 680 Ships in 12 - 17 working days

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?

Playing Utopia - Futures in Digital Games (Paperback): Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt Playing Utopia - Futures in Digital Games (Paperback)
Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt
R1,151 Discovery Miles 11 510 Ships in 12 - 17 working days

Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

Playful Materialities - The Stuff that Games Are Made Of (Paperback): Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian... Playful Materialities - The Stuff that Games Are Made Of (Paperback)
Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt, Raven Rusch
R1,375 R1,057 Discovery Miles 10 570 Save R318 (23%) Ships in 12 - 17 working days

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.

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