game play paratextuality in contemporary board games

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Game Play

Author : Paul Booth
ISBN : 9781628927429
Genre : Games & Activities
File Size : 71. 55 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.

Controversies In Digital Ethics

Author : Amber Davisson
ISBN : 9781501310546
Genre : Social Science
File Size : 67. 12 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.

Contemporary Research On Intertextuality In Video Games

Author : Duret, Christophe
ISBN : 9781522504788
Genre : Computers
File Size : 90. 63 MB
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Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Seeing Fans

Author : Lucy Bennett
ISBN : 9781501318467
Genre : Performing Arts
File Size : 74. 2 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.

It S All A Game

Author : Tristan Donovan
ISBN : 9781250082732
Genre : Games & Activities
File Size : 53. 11 MB
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"[A] timely book...It’s All a Game provides a wonderfully entertaining trip around the board, through 4,000 years of game history." —The Wall Street Journal Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations.

Kobold Guide To Board Game Design

Author : Mike Selinker
ISBN : 1936781042
Genre : Games
File Size : 46. 87 MB
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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.

Children S Use Of Board Games In Psychotherapy

Author : Jill Bellinson
ISBN : 0765703564
Genre : Medical
File Size : 74. 12 MB
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Play with structure board games is developmentally appropriate for latency-age children but is seldom discussed in the child therapy literature or seen as therapeutically useful. This book describes ways that structured board games can reveal the internal psychodynamic working of the child and can be understood as projective material. Clinical examples of children's play reveal parallels between their dramatic and their board-game play. Both show unconscious content, defensive needs, and interpersonal and transferential relationships. As therapists, we can search for the same underlying dynamics we would look for in these other symbolic expressions."This book also discusses a child's developmental changes and how the dramatic, magical play of childhood is replaced by the structured, rule-oriented play of the middle years. Therapists must sensitively follow hem in this development, rather than force them to continue the more regressed play of childhood or push them prematurely into the verbal world of adolescents and adults. Children's Use Of Board Games in Psychotherapy demonstrates ways to work with the material which children give us at this stage, even when expressed in the form of structured games.

Ancient Egyptians At Play

Author : Walter Crist
ISBN : 9781474221191
Genre : History
File Size : 33. 43 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.

Book Of Mah Jong

Author : Amy Lo
ISBN : 9781462914029
Genre : Games & Activities
File Size : 82. 57 MB
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Master the exhilarating game of Mahjong with this introductory guide. Said to have originated in the court of the Emperor of Wu, for centuries Mahjong remained a diversion exclusively for the royal class of China. Mahjong has been called "the game of a hundred intelligences." When played by experts it can be fast and subtle—even difficult to follow. Author Amy Lo, with the help and consultation of many master Mahjong players of different forms of the game, comes The Book of Mah Jong. This complete, easy-to-follow instructional mahjong handbook includes over 150 full-color photographs and illustrations to introduce players to this captivating game. This is the first Mahjong book to fully cover the Cantonese or "old rules" game. It also includes all of the most popular variations, such as the Shanghai game, the 16-tile or Taiwanese game and the 12-tile game. Included are the rules, tactics, techniques, strategy and the rituals only the most experienced players know. This Mahjong book includes: 112 page, full-color book Easy-to-follow instructions Full-color illustrations and photographs Instruction on authentic Chinese Mahjong Cantonese, Shanghai, and 12-tile versions of the game The Book of Mah Jong is the perfect guide for all skill levels to learn Mahjong.

The Language Of Gaming

Author : Astrid Ensslin
ISBN : 9780230357082
Genre : Language Arts & Disciplines
File Size : 38. 66 MB
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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.

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