Game Play: Paratextuality in Contemporary Board Games

Game Play: Paratextuality in Contemporary Board Games

by Paul Booth
ISBN-10:
1628927437
ISBN-13:
9781628927436
Pub. Date:
04/23/2015
Publisher:
Bloomsbury Academic
ISBN-10:
1628927437
ISBN-13:
9781628927436
Pub. Date:
04/23/2015
Publisher:
Bloomsbury Academic
Game Play: Paratextuality in Contemporary Board Games

Game Play: Paratextuality in Contemporary Board Games

by Paul Booth
$39.95
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Overview

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

Product Details

ISBN-13: 9781628927436
Publisher: Bloomsbury Academic
Publication date: 04/23/2015
Edition description: New Edition
Pages: 264
Product dimensions: 6.10(w) x 9.10(h) x 0.50(d)

About the Author

Paul Booth is Associate Professor of Communication at DePaul University, USA. Booth's research interests include fandom, new technologies and media, popular culture, and cult media. He is the author of Time on TV (2012), Digital Fandom (2010), and Playing Fans (2014). He has edited Fan Phenomena: Doctor Who (2013), and has published numerous articles on fans, social media, and technology. He is currently enjoying a cup of coffee

Table of Contents

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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