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Video games with footnotes: Understanding in-game developer commentary
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Alan Galey
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Chapters in this book
- Frontmatter I
- Contents V
- Introduction: Video games as networked texts 1
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Section 1: Games and paratexts – a theoretical approach
- De-centralising the text: The text–paratext relationship of video games 15
- Paratexts, “authenticity,” and the margins of digital (game) history 33
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Section 2: History as game paratext and games as historical paratexts
- Account, accuracy, and authenticity: A framework for analysing historical narrative in games 57
- The past as (para)text – relating histories of game experience to games as texts 81
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Section 3: Game reception and paratexts
- Histories of Hearts of Iron IV: Understanding the past(s) through HOI4 Wiki 101
- Video game fanvids as paratexts and as texts 119
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Section 4: Game production and paratexts
- Video games with footnotes: Understanding in-game developer commentary 139
- Artefact, advert, or advertising? Getting to grips with game trailers 161
- Making sense of gameswork: University marketing materials as games paratexts 177
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Section 5: Paratextual practices of play
- “On a scale of 1–5, what floor are you on?” Practising methodologies of fun and play with transformative communities 197
- Conclusion 217
- Glossary 221
- Author information 223
Chapters in this book
- Frontmatter I
- Contents V
- Introduction: Video games as networked texts 1
-
Section 1: Games and paratexts – a theoretical approach
- De-centralising the text: The text–paratext relationship of video games 15
- Paratexts, “authenticity,” and the margins of digital (game) history 33
-
Section 2: History as game paratext and games as historical paratexts
- Account, accuracy, and authenticity: A framework for analysing historical narrative in games 57
- The past as (para)text – relating histories of game experience to games as texts 81
-
Section 3: Game reception and paratexts
- Histories of Hearts of Iron IV: Understanding the past(s) through HOI4 Wiki 101
- Video game fanvids as paratexts and as texts 119
-
Section 4: Game production and paratexts
- Video games with footnotes: Understanding in-game developer commentary 139
- Artefact, advert, or advertising? Getting to grips with game trailers 161
- Making sense of gameswork: University marketing materials as games paratexts 177
-
Section 5: Paratextual practices of play
- “On a scale of 1–5, what floor are you on?” Practising methodologies of fun and play with transformative communities 197
- Conclusion 217
- Glossary 221
- Author information 223