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Game Play

Game Play Author Paul Booth
ISBN-10 9781628927429
Release 2015-04-23
Pages 264
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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

Show Sold Separately Author Jonathan Gray
ISBN-10 0814732348
Release 2010-01-01
Pages 256
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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

Storytelling in the Modern Board Game Author Marco Arnaudo
ISBN-10 9781476633602
Release 2018-08-30
Pages 232
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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

Controversies in Digital Ethics Author Amber Davisson
ISBN-10 9781501310546
Release 2016-02-25
Pages 320
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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

Contemporary Research on Intertextuality in Video Games Author Duret, Christophe
ISBN-10 9781522504788
Release 2016-06-16
Pages 363
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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.



The Routledge Companion to Media Fandom

The Routledge Companion to Media Fandom Author Melissa A. Click
ISBN-10 9781317268253
Release 2017-11-03
Pages 462
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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

On the Fringes of Literature and Digital Media Culture Author
ISBN-10 9789004362352
Release 2018-06-07
Pages 270
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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.



Role Playing Game Studies

Role Playing Game Studies Author Sebastian Deterding
ISBN-10 9781317268314
Release 2018-04-17
Pages 484
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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.



A Companion to Media Fandom and Fan Studies

A Companion to Media Fandom and Fan Studies Author Paul Booth
ISBN-10 9781119237174
Release 2018-02-26
Pages 584
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A Companion to Media Fandom and Fan Studies offers scholars and fans an accessible and engaging resource for understanding the rapidly expanding field of fan studies. International in scope and written by a team that includes many major scholars, this volume features over thirty especially-commissioned essays on a variety of topics, which together provide an unparalleled overview of this fast-growing field. Separated into five sections—Histories, Genealogies, Methodologies; Fan Practices; Fandom and Cultural Studies; Digital Fandom; and The Future of Fan Studies—the book synthesizes literature surrounding important theories, debates, and issues within the field of fan studies. It also traces and explains the social, historical, political, commercial, ethical, and creative dimensions of fandom and fan studies. Exploring both the historical and the contemporary fan situation, the volume presents fandom and fan studies as models of 21st century production and consumption, and identifies the emergent trends in this unique field of study.



Reading Contemporary Serial Television Universes

Reading Contemporary Serial Television Universes Author Paola Brembilla
ISBN-10 9781351628358
Release 2018-05-25
Pages 240
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Reading Contemporary Serial Television Universes provides a new framework—the metaphor of the narrative ecosystem—for the analysis of serial television narratives. Contributors use this metaphor to address the ever-expanding and evolving structure of narratives far beyond their usual spatial and temporal borders, in general and in reference to specific series. Other scholarly approaches consider each narrative as composed of modular elements, which combine to create a bigger picture. The narrative ecosystem approach, on the other hand, argues that each portion of the narrative world contains all of the main elements that characterize the world as a whole, such as narrative tensions, production structures, creative dynamics and functions. The volume details the implications of the narrative ecosystem for narrative theory and the study of seriality, audiences and fandoms, production, and the analysis of the products themselves.



It s All a Game

It s All a Game Author Tristan Donovan
ISBN-10 9781250082732
Release 2017-05-30
Pages 304
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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.



Seeing Fans

Seeing Fans Author Lucy Bennett
ISBN-10 9781501318474
Release 2016-07-14
Pages 336
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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.



Kobold Guide to Board Game Design

Kobold Guide to Board Game Design Author Mike Selinker
ISBN-10 1936781042
Release 2012-09
Pages 146
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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.



Analog Game Studies Volume II

Analog Game Studies  Volume II Author Aaron Trammell
ISBN-10 9781365640933
Release 2017-05-05
Pages 264
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Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.



Examining Paratextual Theory and its Applications in Digital Culture

Examining Paratextual Theory and its Applications in Digital Culture Author Desrochers, Nadine
ISBN-10 9781466660038
Release 2014-04-30
Pages 419
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The paratext framework is now used in a variety of fields to assess, measure, analyze, and comprehend the elements that provide thresholds, allowing scholars to better understand digital objects. Researchers from many disciplines revisit paratextual theories in order to grasp what surrounds text in the digital age. Examining Paratextual Theory and its Applications in Digital Culture suggests a theoretical and practical tool for building bridges between disciplines interested in conducting joint research and exploration of digital culture. Helping scholars from different fields find an interdisciplinary framework and common language to study digital objects, this book serves as a useful reference for academics, librarians, professionals, researchers, and students, offering a collaborative outlook and perspective.



Children s Use of Board Games in Psychotherapy

Children s Use of Board Games in Psychotherapy Author Jill Bellinson
ISBN-10 0765703564
Release 2002
Pages 184
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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.



Cheating

Cheating Author Mia Consalvo
ISBN-10 9780262250115
Release 2009-08-21
Pages 240
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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.