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Game Play: Paratextuality in Contemporary Board Games
By (Author) Dr. Paul Booth
Bloomsbury Publishing PLC
Bloomsbury Academic USA
18th June 2015
United States
Tertiary Education
Non Fiction
Board, table top and strategy games
Media studies
306.487
Paperback
264
Width 152mm, Height 229mm
405g
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. Todays 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.
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. * Intensities: The Journal of Cult Media *
Booths Paratextuality in Contemporary Board Games is a valuable addition to the field of adaptation studies and will hopefully inspire more research on the fascinating subject of board games. * Libri & Liberi *
Having chosen a Cylon Leader character, Booth commandeers a fine act of infiltration, working licensed board games way into the Galactica of media studies, showing exactly how and why it matters both by itself and as an outgrowth of other media properties as successfully as an unchecked centurion edging down the boarding party track on its way to certain victory. Highly recommended. * Jonathan Gray, Professor of Media and Cultural Studies, University of Wisconsin-Madison, USA, and author of Show Sold Separately: Promos, Spoilers, and Other Media Paratexts *
Licensed board games based on popular media franchises have long been considered bereft of creative output, if they were considered at all. Paul Booth challenges that assumption by delving deeply and respectfully into that world, arguing for more nuanced considerations of board games as paratextual adaptations of their respective universes. Bringing together studies of fandom, media universes and games, Game Play offers a sustained and rewarding examination of contemporary licensed board games. * Mia Consalvo, Professor and Canada Research Chair in Game Studies and Design, Concordia University, Canada *
Paul Booth's Game Play: Paratextuality in Contemporary Board Games is a ground-breaking piece of work. Demonstrating a keen eye for detail, critical analysis and genuine affection for the art of play Booth has produced a much-needed book that shines light on an often overlooked area of popular culture. With chapters on major franchise board games like Star Trek and The Lord of the Rings and those based on acclaimed weird fiction writer H.P. Lovecraft Game Play offers us new ways of understanding the joys and social practices of board game culture. Fans and scholars alike will want to read this - and then go break out the dice! * Lincoln Geraghty, Reader in Popular Media Cultures, University of Portsmouth, UK *
Paul Booth is Professor of Communication at DePaul University, USA. Booths 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.