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.
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