Game Play: Paratextuality in Contemporary Board Games by Paul BoothGame Play: Paratextuality in Contemporary Board Games by Paul Booth

Game Play: Paratextuality in Contemporary Board Games

byPaul Booth

Paperback | April 23, 2015

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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.
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 nu...
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Title:Game Play: Paratextuality in Contemporary Board GamesFormat:PaperbackDimensions:264 pages, 9 × 6 × 0.73 inPublished:April 23, 2015Publisher:BloomsburyLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:1628927437

ISBN - 13:9781628927436

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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

Editorial Reviews

Booth's approach demonstrates exemplary textual analysis of games ... This book is that rare combination of solid critical methodologies alongside such clear enthusiasm for the subject matter that anyone with an interest in the hobby could enjoy just as easily as those in the academic fields of Game, Media or Film Studies.