game play paratextuality in contemporary board games

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Game Play

Author : Paul Booth
ISBN : 9781628927429
Genre : Games & Activities
File Size : 81. 20 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.

Show Sold Separately

Author : Jonathan Gray
ISBN : 0814732348
Genre : Psychology
File Size : 73. 71 MB
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It is virtually impossible to watch a movie or TV show without preconceived notions because of the hype that precedes them, while a host of media extensions guarantees them a life long past their air dates. An onslaught of information from print media, trailers, internet discussion, merchandising, podcasts, and guerilla marketing, we generally know something about upcoming movies and TV shows well before they are even released or aired. The extras, or “paratexts,” that surround viewing experiences are far from peripheral, shaping our understanding of them and informing our decisions about what to watch or not watch and even how to watch before we even sit down for a show. Show Sold Separately gives critical attention to this ubiquitous but often overlooked phenomenon, examining paratexts like DVD bonus materials for The Lord of the Rings, spoilers for Lost, the opening credits of The Simpsons, Star Wars actions figures, press reviews for Friday Night Lights, the framing of Batman Begins, the videogame of The Thing, and the trailers for The Sweet Hereafter. Plucking these extra materials from the wings and giving them the spotlight they deserve, Jonathan Gray examines the world of film and television that exists before and after the show.

Storytelling In The Modern Board Game

Author : Marco Arnaudo
ISBN : 9781476633602
Genre : Games & Activities
File Size : 55. 41 MB
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Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.

Controversies In Digital Ethics

Author : Amber Davisson
ISBN : 9781501320200
Genre : Social Science
File Size : 61. 89 MB
Format : PDF
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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.

The Routledge Companion To Media Fandom

Author : Melissa A. Click
ISBN : 9781317268253
Genre : Social Science
File Size : 33. 29 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.

On The Fringes Of Literature And Digital Media Culture

Author :
ISBN : 9789004362352
Genre : Literary Criticism
File Size : 25. 74 MB
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On the Fringes of Literature and Digital Media Culture presents a polyphonic account of mutual interpenetrations of literature and new media, highlighting the impact of digital culture on the user experience and the modes of social communication and interaction.

Contemporary Research On Intertextuality In Video Games

Author : Duret, Christophe
ISBN : 9781522504788
Genre : Computers
File Size : 73. 38 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.

A Board Game Education

Author : Jeffrey P. Hinebaugh
ISBN : 9781607092612
Genre : Education
File Size : 54. 22 MB
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A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.

Kobold Guide To Board Game Design

Author : Mike Selinker
ISBN : 1936781042
Genre : Games
File Size : 66. 78 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.

It S All A Game

Author : Tristan Donovan
ISBN : 9781250082732
Genre : Games & Activities
File Size : 78. 92 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.

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