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The Paratexts of Videogame Production
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The Paratexts of Videogame Production : Playing Behind the Scenes

Book Details

Format Hardback or Cased Book
Book Series Games and Play
ISBN-10 9048563607
ISBN-13 9789048563609
Publisher Pallas Publications
Imprint Pallas Publications
Country of Manufacture GB
Country of Publication GB
Publication Date Nov 30th, 2026
Print length 256 Pages
Product Classification: Media studiesMedia studies
Ksh 27,900.00
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The Paratexts of Video Game Production: Playing Behind the Scenes critically examines how the making-of media - from documentaries to concept art - shapes our understanding of videogame development and history, revealing their powerful role in constructing meaning beyond the games themselves.
The Paratexts of Video Game Production: Playing Behind the Scenes critically examines how the making-of media - from documentaries to concept art - shapes our understanding of videogame development and history, revealing their powerful role in constructing meaning beyond the games themselves. This book engages with the notion of paratextual play to show how making-of material has increasingly manifested within and even as games themselves, directly affecting the gaming experiences. Through the in-depth analysis of historical and contemporary making-of paratexts of games, the author analyses and demonstrates how the game industry shapes and reshapes itself by remaking and commodifying its own history, inviting players to play with and within it. The chapters discuss multiple types of paratexts such as game magazine, previews and reviews, ‘making-of’ books, special editions and remakes and remasters with a wide array of examples ranging from the earliest days of videogames to current times. Readers will gain critical insights into the meaning-making capacity of these often-overlooked materials and learn to recognize how they shape interpretations of what and why we play. An essential contribution to the study of paratextuality as one of the key frameworks for studying computer games, this book will appeal to game studies scholars, media and cultural studies researchers, and advanced students exploring videogame production, industry practices, and paratextual theory.

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