“Footage Not Representative”: Redefining Paratextuality for the Analysis of Official Communication in the Video Game Industry

“Footage Not Representative”: Redefining Paratextuality for the Analysis of Official Communication in the Video Game Industry

Jan Švelch
Copyright: © 2016 |Pages: 19
DOI: 10.4018/978-1-5225-0477-1.ch016
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Abstract

This chapter provides a revised framework of paratextuality which deals with some of the limitations of Gérard Genette's (1997b) concept while keeping its focus on the relationship between a text and socio-historical reality. The updated notion of paratextuality draws upon Alexander R. Galloway's (2012) work on the interface effect. The proposed revision is explained in a broader context of intertextuality and textual transcendence. Regarding Genette's terminology, this chapter rejects the constrictive notion of a paratext and stresses that paratextuality is first and foremost a relationship, not a textual category. The new framework is then put to the test using four sample genres of official video game communication – trailers, infographics, official websites of video games and patch notes.
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Background: Paratextuality Revisited And Revised

The term paratext is closely connected to two key topics of literary theory that have since been picked up by many other scholarly fields (game studies included) – intertextuality and reception. In order to update and revise the concept of paratextuality, it is first necessary to understand its role regarding the two aforementioned concepts.

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