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Game Play: Paratextualität in modernen Brettspielen-
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Artikelmerkmale
- Artikelzustand
- Release Year
- 2015
- Book Title
- Game Play: Paratextuality in Contemporary Board Games
- ISBN
- 9781628927436
Über dieses Produkt
Product Identifiers
Publisher
Bloomsbury Academic & Professional
ISBN-10
1628927437
ISBN-13
9781628927436
eBay Product ID (ePID)
201592367
Product Key Features
Number of Pages
264 Pages
Language
English
Publication Name
Game Play : Paratextuality in Contemporary Board Games
Publication Year
2015
Subject
Media Studies, Board Games
Type
Textbook
Subject Area
Social Science, Games & Activities
Format
Trade Paperback
Dimensions
Item Height
0.6 in
Item Weight
12.7 Oz
Item Length
9 in
Item Width
6 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2014-047387
Reviews
"Booth's approach demonstrates exemplary textual analysis of games ... This book is that rare combination of solid critical methodologies alongside such clear enthusiasm for the subject matter that anyone with an interest in the hobby could enjoy just as easily as those in the academic fields of Game, Media or Film Studies." - Intensities: The Journal of Cult Media "Having chosen a Cylon Leader character, Booth commandeers a fine act of infiltration, working licensed board games' way into the Galactica of media studies, showing exactly how and why it matters - both by itself and as an outgrowth of other media properties - as successfully as an unchecked centurion edging down the boarding party track on its way to certain victory. Highly recommended." -- Jonathan Gray, Professor of Media and Cultural Studies, University of Wisconsin-Madison, USA, and author of Show Sold Separately: Promos, Spoilers, and Other Media Paratexts "Licensed board games based on popular media franchises have long been considered bereft of creative output, if they were considered at all. Paul Booth challenges that assumption by delving deeply and respectfully into that world, arguing for more nuanced considerations of board games as paratextual adaptations of their respective universes. Bringing together studies of fandom, media universes and games, Game Play offers a sustained and rewarding examination of contemporary licensed board games." -- Mia Consalvo, Professor and Canada Research Chair in Game Studies and Design, Concordia University, Canada "Paul Booth's Game Play: Paratextuality in Contemporary Board Games is a ground-breaking piece of work. Demonstrating a keen eye for detail, critical analysis and genuine affection for the art of play Booth has produced a much-needed book that shines light on an often overlooked area of popular culture. With chapters on major franchise board games like Star Trek and The Lord of the Rings and those based on acclaimed weird fiction writer H.P. Lovecraft Game Play offers us new ways of understanding the joys and social practices of board game culture. Fans and scholars alike will want to read this - and then go break out the dice!" -- Lincoln Geraghty, Reader in Popular Media Cultures, University of Portsmouth, UK, Having chosen a Cylon Leader character, Booth commandeers a fine act of infiltration, working licensed board games' way into the Galactica of media studies, showing exactly how and why it matters - both by itself and as an outgrowth of other media properties - as successfully as an unchecked centurion edging down the boarding party track on its way to certain victory. Highly recommended., "Booth's approach demonstrates exemplary textual analysis of games ... This book is that rare combination of solid critical methodologies alongside such clear enthusiasm for the subject matter that anyone with an interest in the hobby could enjoy just as easily as those in the academic fields of Game, Media or Film Studies." - Intensities: The Journal of Cult Media " Game Play [Booth's] latest book, is a sustained analysis of licensed board games. ... Booth bypasses earlier games in this genre, focusing instead on more recent examples adapted from 'texts' beloved by geeks like The Walking Dead and The Hunger Games . This is, he notes, a complicated media environment where comic books, TV shows, movies, and board games overlap and interconnect." -Raymond Simon, Games Magazine "Having chosen a Cylon Leader character, Booth commandeers a fine act of infiltration, working licensed board games' way into the Galactica of media studies, showing exactly how and why it matters - both by itself and as an outgrowth of other media properties - as successfully as an unchecked centurion edging down the boarding party track on its way to certain victory. Highly recommended." -- Jonathan Gray, Professor of Media and Cultural Studies, University of Wisconsin-Madison, USA, and author of Show Sold Separately: Promos, Spoilers, and Other Media Paratexts "Licensed board games based on popular media franchises have long been considered bereft of creative output, if they were considered at all. Paul Booth challenges that assumption by delving deeply and respectfully into that world, arguing for more nuanced considerations of board games as paratextual adaptations of their respective universes. Bringing together studies of fandom, media universes and games, Game Play offers a sustained and rewarding examination of contemporary licensed board games." -- Mia Consalvo, Professor and Canada Research Chair in Game Studies and Design, Concordia University, Canada "Paul Booth's Game Play: Paratextuality in Contemporary Board Games is a ground-breaking piece of work. Demonstrating a keen eye for detail, critical analysis and genuine affection for the art of play Booth has produced a much-needed book that shines light on an often overlooked area of popular culture. With chapters on major franchise board games like Star Trek and The Lord of the Rings and those based on acclaimed weird fiction writer H.P. Lovecraft Game Play offers us new ways of understanding the joys and social practices of board game culture. Fans and scholars alike will want to read this - and then go break out the dice!" -- Lincoln Geraghty, Reader in Popular Media Cultures, University of Portsmouth, UK, "Having chosen a Cylon Leader character, Booth commandeers a fine act of infiltration, working licensed board games' way into the Galactica of media studies, showing exactly how and why it matters - both by itself and as an outgrowth of other media properties - as successfully as an unchecked centurion edging down the boarding party track on its way to certain victory. Highly recommended." -- Jonathan Gray, Professor of Media and Cultural Studies, University of Wisconsin-Madison, USA, and author of Show Sold Separately: Promos, Spoilers, and Other Media Paratexts "Licensed board games based on popular media franchises have long been considered bereft of creative output, if they were considered at all. Paul Booth challenges that assumption by delving deeply and respectfully into that world, arguing for more nuanced considerations of board games as paratextual adaptations of their respective universes. Bringing together studies of fandom, media universes and games, Game Play offers a sustained and rewarding examination of contemporary licensed board games." -- Mia Consalvo, Professor and Canada Research Chair in Game Studies and Design, Concordia University, Canada "Paul Booth's Game Play: Paratextuality in Contemporary Board Games is a ground-breaking piece of work. Demonstrating a keen eye for detail, critical analysis and genuine affection for the art of play Booth has produced a much-needed book that shines light on an often overlooked area of popular culture. With chapters on major franchise board games like Star Trek and The Lord of the Rings and those based on acclaimed weird fiction writer H.P. Lovecraft Game Play offers us new ways of understanding the joys and social practices of board game culture. Fans and scholars alike will want to read this - and then go break out the dice!" -- Lincoln Geraghty, Reader in Popular Media Cultures, University of Portsmouth, UK
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794
Table Of Content
Introduction Part I: Understanding Games Chapter 1 - Ludifying Lovecraft in Arkham Horror Chapter 2 - Lord of the Rings as Convergent Gameplay Chapter 3 - Transmedia Pathos and Plot in The Walking Dead Part II: Understanding Media Chapter 4 - Battlestar Galactica and Spimatic Meaning in Games Chapter 5 - Mutability and Materiality in Star Trek Chapter 6 - The Hunger Games and Fan Paratextual Participation Chapter 7 - Narratives and Databases in Game of Thrones Conclusion - Ludic Interaction in Doctor Who Bibliography Glossary of Terms Index
Synopsis
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.
LC Classification Number
GV1312
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