Game Play Paratextuality in Contemporary Board Games

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  • Format: Hardcover
  • Copyright: 2015-04-23
  • Publisher: Bloomsbury Academic
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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.

Author Biography

Paul Booth is Assistant Professor of Media and Cinema Studies/Communication Technology at DePaul University, USA. Booth’s research interests include fandom, new technologies and media, popular culture, and media representations of time travel. He is the author of Time on TV (2012), Digital Fandom (2010), and Media Play (2014). He has edited Fan Phenomena: Doctor Who (2013), and has published numerous articles on fans, social media, and technology.

Table of Contents

Part I: Understanding Games
Chapter 1 - Modularity in Lovecraft
Chapter 2 - Convergence and J.R.R. Tolkien
Chapter 3 - Transmediation and The Walking Dead
Part II: Understanding Media
Chapter 4 - Battlestar Galactica and Personalization
Chapter 5 - Produsage and Star Trek
Chapter 6 - Participation and The Hunger Games
Chapter 7 - Networking and Game of Thrones
Conclusion - Interactivity and Adaptation
Glossary of Terms

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