5 Matching Annotations
  1. Mar 2021
    1. full potential of video games is most fully realized by the kind of dedicated,meaning-making, community-based players who call themselves fans. And thispotential always extends outward from the game itself into the real socialworld, the “media ecology,” where technologies or expressions combine withcorporate interests and audience demands, and the constructed “universe” of agame, including its paratextual materials (packaging, game guides, collectibleobjects, online stats), narrative elements, story and back-story, and imaginedgameworld. It doesn’t matter if any particular player is aware of every aspectof this extended “game;” it’s a collective and potential reality, a transmedia,multidimensional grid of possibilities surrounding any given game.

      losing my mind over this paragraph I love this it's great

    2. certainly not in their extractable “stories”(though the fictive storyworld matters in most games),

      Even if he goes into the narratology vs ludology debate later, he sure does start us off with a 'narrative isnt that important for games' doesn't he... I know that it doesn't apply to all games (some are very focused on experience/play rather than story) but some games are meant to tell stories (ROLEPLAY. ROLE.PLAY)! Most narrative games allow for player interpretation and meaning-making, but they have stories!

    3. They inevitably do so asmembers of various overlapping communities

      By the end of this paragraph I was really like 'is he going to go into fan culture? is he going to get into how the experience of games are intertwined with fan community?' and then he did it and he went into Jenkins. This introduction really has it all. (I wish I had this as reference for my undergraduate thesis SO much)

    4. The paratext is thusabout the material conditions of a book’s production, publication, and recep-tion, how a book makes its way out into the world and comes to meansomething to the public audience that receives it

      It's interesting to see 'paratext' defined this way (examples like blurbs and reviews) because the first time I got introduced to the term was in reference to game walkthroughs. At the same time, things like walkthroughs and wikis seem to fit better into 'transtext' as defined by Louisa Ellen, fan-authored transformative works.

      Check out this chapter! (Stein, Louisa Ellen. 2017. "Fandom and the Transtext." In The Rise of Transtexts: Challenges and Opportunities, edited by Kurtz Stein, Benjamin W. L. Derhy, and Mélanie Bourdaa. New York: Routledge.)

    5. Does Laura Croft’s sexualized bodyreally matter to the essential experience of playing Tomb Raider?

      maybe you'd have an answer to this question if you'd played the game enough to know her name's Lara