Game play : paratextuality in contemporary board games

著者
    • Booth, Paul
書誌事項

Game play : paratextuality in contemporary board games

Paul Booth

Bloomsbury Academic, 2015

  • : hb

この図書・雑誌をさがす
注記

Includes bibliographical references (p. [223]-240) and index

内容説明・目次

内容説明

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.

目次

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

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