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Board, game, and media
12 references·2 citing·34 second hop
Board, game, and media (2014)Board, game, and mediaMedia Franchising (2016)Media FranchisingCult Collectors (2014)Cult CollectorsA Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms (2012)A Creator's Guide to Transmed…Show Sold Separately: Promos, Spoilers and Other Media Paratexts (2011)Show Sold Separately: Promos,…Show sold separately: promos, spoilers, and other media paratexts (2010)Show sold separately: promos,…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Language of New Media (2002)The Language of New Media‘I'll Be Here With You': Fans, Fantasy and the Figure of Elvis (2002)‘I'll Be Here With You': Fans…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Gérard Genette Paratexts (1997)Gérard Genette ParatextsTextual poachers : television fans & participatory culture (1992)Textual poachers : television…Man, Play, and Games. (1963)Man, Play, and Games.Inculcative address, commercial worldbuilding, and transmedia economy in the children’s franchise Bamse (2023)Inculcative address, commerci…Intermedial Studies (2021)Intermedial StudiesNarrative as virtual reality: immersion and interactivity in literature and electronic media (2001)Knowledge and Critical Pedagogy (2008)Documents and Bureaucracy (2010)The Platformization of the Web: Making Web Data Platform Ready (2015)Course in General Linguistics (1960)Desire in Language: A Semiotic Approach to Literature and Art (1981)Is There a Text in This Class? The Authority of Interpretive Communities (1983)Patterns of listening through social media: online fan engagement with the live music experience (2012)The Influence of Paratext on Narrative Persuasion: Fact, Fiction, or Fake? (2012)Paratext and Digitized Narrative: Mapping the Field (2013)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)13 "DOES CULTURAL CAPITAL STRUCTURE AMERICAN CONSUMPTION?" (1998) (1998)Consumer Value: A Framework for Analysis and Research (1999)How Brand Community Practices Create Value (2009)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)New Audiences, New Textualities (2003)Transmedial Storytelling and Transfictionality (2013)Exemplary Ethics in Ancient Rome (2018)Creative Crowds. Perspektiven der Fanforschung im deutschsprachigen Raum (2014)“Not merely para”: continuing steps in paratextual research (2017)Lemony Liz and likable Leslie: audience understandings of feminism, comedy, and gender in women-led television comedies (2017)Fanship and the Television Sports Viewing Experience (1995)Celebrity fan involvement and destination perceptions (2008)Cultural capital today (2008)Crowdfunding: A Spimatic application of digital fandom (2014)#Wheresrey?: Toys, spoilers, and the gender politics of franchise paratexts (2017)Fandom’s paratextual memory: remembering, reconstructing, and repatriating “lost” Doctor Who (2017)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002The Language of New Media5,017 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1992Textual poachers : television fans & participatory culture1,999 cited
  • 1997Gérard Genette Paratexts1,954 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2010Show sold separately: promos, spoilers, and other media paratexts881 cited
  • 2002‘I'll Be Here With You': Fans, Fantasy and the Figure of Elvis546 cited
  • 2011Show Sold Separately: Promos, Spoilers and Other Media Paratexts158 cited
  • 2014Cult Collectors146 cited
  • 2016Media Franchising141 cited
  • 2012A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms126 cited

Cited by

  • 2021Intermedial Studies36 cited
  • 2023Inculcative address, commercial worldbuilding, and transmedia economy in the children’s franchise Bamse1 cited

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