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  • Game Play: Paratextuality in Contemporary Board Games

    Game Play by Booth, Paul;

    Paratextuality in Contemporary Board Games

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      • Publisher's listprice GBP 28.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        14 671 Ft (13 973 Ft + 5% VAT)
      • Discount 20% (cc. 2 934 Ft off)
      • Discounted price 11 737 Ft (11 178 Ft + 5% VAT)

    14 671 Ft

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    Product details:

    • Publisher Bloomsbury Academic
    • Date of Publication 18 June 2015
    • Number of Volumes Paperback

    • ISBN 9781628927436
    • Binding Paperback
    • No. of pages264 pages
    • Size 228x152 mm
    • Weight 405 g
    • Language English
    • Illustrations 25 bw illus
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    Long description:

    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.

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    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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