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Metareference in Videogames.

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Format:
Book
Author/Creator:
Krampe, Theresa.
Series:
Routledge Advances in Game Studies
Language:
English
Subjects (All):
Social sciences.
Games.
Physical Description:
1 online resource (269 pages)
Edition:
1st ed.
Place of Publication:
Oxford : Taylor & Francis Group, 2025.
Summary:
Taking an original, in-depth approach, this book investigates the forms and functions of metareference in videogames. This book will appeal to videogame researchers and transmedial narratologists as well as to those interested in metaization in media and popular culture across disciplines.
Contents:
Cover
Endorsement
Half Title
Series Information
Title Page
Copyright Page
Table of Contents
List of Figures
Acknowledgements
1 Introduction
The Communicative Situation in (Metareferential) Videogames
Structure of the Book
Notes
Games Cited
Works Cited
2 Theorizing Metareference: Concepts, Definitions, Models
2.1 Theoretical Origins and Metafiction
2.2 Metareference as a Transmedial Phenomenon
2.2.1 Theories of Metareference Across Media
2.2.2 Metareference in Videogame Research
2.3 The Metareferential Potential of Related Devices
2.3.1 Mise En Abyme
2.3.2 Metalepsis
2.3.3 Intertextual and Intermedial References
2.4 Definition, Problematization, Delimitation
2.4.1 Hypothetical Design Intention
2.4.2 Hypothetical Players
2.4.3 Medium Awareness
3 Metareferential Elements in Videogames: Proposal of an Analytical Model
3.1 Theoretical and Methodological Premises
3.2 Form
3.2.1 Gameworld-Centred Forms
3.2.2 System-Centred Forms
3.2.3 Game-Transcending Forms
3.3 Content
3.3.1 Gameworld-Centred Comments
3.3.2 System-Centred Comments
3.3.3 Game-Transcending Comments
3.4 The Model
4 Gameworld-Centred Forms of Metareference in What Remains of Edith Finch
4.1 Layers of Mediation: The Frame Narrative
4.2 Intertextuality and Remediation: Milton's Story and The Unfinished Swan
4.3 Comics Aesthetics: Barbara's Story
4.4 An Allegory of Immersion: Lewis's Story
4.5 Conclusion
5 System-Centred Forms of Metareference in The Magic Circle
5.1 A Game About Game Design: The Prologue
5.2 Metareferential Mechanics: Pro Mode
5.3 Taking Control: The Finale
5.4 Making Videogames: Level Creator and Post-Credits.
5.5 Conclusion
6 Game-Transcending Forms of Metareference in OneShot
6.1 Metaleptic Thresholds: Arrival in the World
6.2 Multiplied Windows: The First Playthrough
6.3 Transgressive Play: New Game Plus and Solstice
6.4 The Paradoxes of Interactive Fiction: OneShot's "True Ending"
6.5 Conclusion
7 Conclusion
Note
Index.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
1-003-59599-5
1-04-039254-7
9781003595991
OCLC:
1535399582
Publisher Number:
10.4324/9781003595991

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