How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
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(Not) In the Game: History, Paratexts, and Games
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
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(Not) In the Game: History, Paratexts, and Games
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Product Details
ISBN-13: | 9783110732993 |
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Publisher: | De Gruyter |
Publication date: | 08/21/2023 |
Series: | Video Games and the Humanities , #13 |
Sold by: | Barnes & Noble |
Format: | eBook |
Pages: | 230 |
File size: | 3 MB |
Age Range: | 18 Years |
About the Author
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