game play paratextuality in contemporary board games

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Game Play

Author : Paul Booth
ISBN : 9781628927429
Genre : Games & Activities
File Size : 71. 46 MB
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The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.

The Routledge Companion To Media Fandom

Author : Melissa A. Click
ISBN : 9781317268253
Genre : Social Science
File Size : 29. 79 MB
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The field of fan studies has seen exponential growth in recent years and this companion brings together an internationally and interdisciplinarily diverse group of established scholars to reflect on the state of the field and to point to new research directions. Engaging an impressive array of media texts and formats and incorporating a variety of methodologies, this collection is organized into six main sections: methods and ethics, technologies and practices, identities, race and transcultural fandom, industry, and futures. Each section concludes with a conversation among some of the field’s leading scholars and industry insiders to address a wealth of questions relevant to each section topic.

Controversies In Digital Ethics

Author : Amber Davisson
ISBN : 9781501310546
Genre : Social Science
File Size : 20. 44 MB
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Controversies in Digital Ethics explores ethical frameworks within digital culture. Through a combination of theoretical examination and specific case studies, the essays in this volume provide a vigorous examination of ethics in a highly individualistic and mediated world. Focusing on specific controversies-privacy, surveillance, identity politics, participatory culture-the authors in this volume provide a roadmap for navigating the thorny ethical issues in new media. Paul Booth and Amber Davisson bring together multiple writers working from different theoretical traditions to represent the multiplicity of ethics in the 21st century. Each essay has been chosen to focus on a particular issue in contemporary ethical thinking in order to both facilitate classroom discussion and further scholarship in digital media ethics. Accessible for students, but with a robust analysis providing contemporary scholarship in media ethics, this collection unites theory, case studies, and practice within one volume.

Kobold Guide To Board Game Design

Author : Mike Selinker
ISBN : 1936781042
Genre : Games
File Size : 25. 89 MB
Format : PDF, Kindle
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Winner of the 2012 Origins Award Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The "Kobold Guide to Board Game Design" gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Ancient Egyptians At Play

Author : Walter Crist
ISBN : 9781474221191
Genre : History
File Size : 75. 86 MB
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The rich history of Egypt has provided famous examples of board games played in antiquity. Each of these games provides evidence of contact between Egypt and its neighbours. From pre-dynastic rule to Arab and Ottoman invasions, Egypt's past is visible on game boards. This volume starts by introducing the reader to board games as well as instruments of chance and goes on to trace the history and distribution of ancient Egyptian games, looking particularly at how they show contact with other cultures and civilizations. Game practices, which were also part of Egyptian rituals and divination, travelled throughout the eastern Mediterranean. This book explores the role of Egypt in accepting and disseminating games during its long history. Over the last few years, the extent and the modes of contact have become better understood through museum and archival research projects as well as surveys of archaeological sites in Egypt and its surrounding regions. The results allow new insight into ancient Egypt's international relations and the role of board games research in understanding its extent. Written by three authors known internationally for their expertise on this topic, this will be the first volume on Ancient Egyptian games of its kind and a much-needed contribution to the field of both Egyptology and board games studies.

Seeing Fans

Author : Lucy Bennett
ISBN : 9781501318474
Genre : Performing Arts
File Size : 80. 30 MB
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Split into four sections, Seeing Fans analyzes the representations of fans in the mass media through a diverse range of perspectives. This collection opens with a preface by noted actor and fan Orlando Jones (Sleepy Hollow), whose recent work on fandom (appearing with Henry Jenkins at Comic Con and speaking at the Fan Studies Network symposium) bridges the worlds of academia and the media industry. Section one focuses on the representations of fans in documentaries and news reports and includes an interview with Roger Nygard, director of Trekkies and Trekkies 2. The second section then examines fictional representations of fans through analyses of television and film, featuring interviews with Emily Perkins of Supernatural, Robert Burnett, director of the film Free Enterprise, and Luminosity, a fan who has been interviewed in the New York Magazine for her exemplary work in fandom. Section three explores cultural perspectives on fan representations, and includes an interview with Laurent Malaquais, director of Bronies: The Extremely Unexpected Adult Fans of My Little Pony. Lastly, the final section looks at global perspectives on the ways fans have been represented and finishes with an interview with Jeanie Finlay, director of the music documentary Sound it Out. The collection then closes with an afterword by fan studies scholar Professor Matt Hills.

How Games Move Us

Author : Katherine Isbister
ISBN : 9780262034265
Genre : Games
File Size : 24. 75 MB
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An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.

The Language Of Gaming

Author : Astrid Ensslin
ISBN : 9780230357082
Genre : Language Arts & Disciplines
File Size : 27. 6 MB
Format : PDF
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This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: • aspects of videogame textuality and how games relate to other texts • the formation of lexical terms and use of metaphor in the language of gaming • gamer slang and 'buddylects' • the construction of game worlds and their rules, of gamer identities and communities • dominant discourse patterns among gamers and how they relate to the nature of gaming • the multimodal language of games and gaming • the ways in which ideologies of race, gender, media effects and language are constructed. Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Digital Fandom

Author : Paul Booth
ISBN : 1433110709
Genre : Business & Economics
File Size : 85. 49 MB
Format : PDF
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"This book re-evaluates the way we examine today's digital media environment By looking at how popular culture uses different digital technologies, Digital Fandom bolsters contemporary media theory by introducing new methods of analysis Using the exemplars of alternate reality gaming and fan studies, this book takes into account a particular "philosophy of playfulness" in today's media in order to establish a "new media studies."" "Digital Fandom augments traditional studies of popular media fandom with descriptions of the contemporary fan in a converged media environment. The book shows how changes in the study of fandom can be applied in a larger scale to the study of new media in general, and formulates new conceptions of traditional media theories." ""In this web 2.0 world, where community and not content is king, the fan marks a new form of interactive subjectivity that deconstructs the usual categories of consumer and producer. Paul Booth's Digital Fandom breaks new ground in the investigation of this subject, demonstrating how it reorganizes and reorients the field of new media studies" ---David J. Gunkel, Presidential Teaching Professor, Northern Illinois University, Author of Hacking Cyberspace and Thinking Otherwise" ""From blogs to ARGS, wikis to social networking sites, Paul Booth provides an in-depth tour of how fans straddle and traverse the boundary between television and digital media. With a theoretically rich analytic eye, Digital Fandom breaks new ground for the next generation of media scholarship" ---Jason Mittell, Middlebury College, Author of Television & American Culture"--BOOK JACKET.

Cheating

Author : Mia Consalvo
ISBN : 9780262250115
Genre : Games
File Size : 33. 96 MB
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The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

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