Marginally Different:The Ludic Tendencies of Videogame Paratexts

Videogames exist within a network of ancillary material known as “paratexts” (Genette 1997, 2; Consalvo 2017), extending from conception to sale (Kerr 2006, 4; Gray 2010). These paratexts, though distinct from the game itself, play a crucial role in its presentation and reception (Švelch 2020; Seiwald and Vollans 2023). By looking at videogame paratextuality, this paper addresses otherness from two perspectives: firstly, how paratexts are other to the game in their form and function; and secondly, how playful paratexts are other in comparison to non-ludic paratextual structures.<br/><br/>To understand how this other space between the game and the player is configured, it is important to understand what paratexts are. By determining their spatial and temporal relationship to the game (Genette 1997, 7), their functionality (Seiwald 2023b, 139–45), authorship (Fiske 1987; Caldwell 2011, 2014; Re 2016; Seiwald 2023a), substantiality and materiality (Van Leeuwen 2005; Kress 2010; Švelch 2017, 71; Seiwald 2023a), it will be possible to consider how the margins of videogames are constructed and how they relate to the player. This analysis is underpinned by the argument that paratexts make the game visible to the player, defining its appearance and reception (Rockenberger 2014). <br/><br/>By being playful, videogame paratexts may differ from the conventional function of paratexts, i.e., framing a videogame to present it as an artefact to the world (Brookey and Gray 2017). This playfulness, defined as free and unproductive (Caillois 2001, 9–10), contradicts the idea of paratexts serving a specific purpose. Nonetheless, playful paratexts, reflecting the game’s ludic nature, strengthen the player’s connection with the game while requiring playful engagement from them (Liebermann 1965; 1966). Analysing forms of ludic paratexts of various selected games illustrates this dynamic and sheds light on how surrounding material influences the perception of the game and the act of playing (Seiwald 2021). <br/><br/>Ludic paratexts are therefore other in two ways: they are different from the game, albeit strongly linked to it, and they are different from the traditional functions associated with paratexts, although their form may be the same. My discussion will uncover the tight relationship between playful material within and outside of the game by emphasising its otherness and existence in the margins between the game and the player.<br/>

Institutions

Publication Details

Journal
University of Birmingham Research Portal (University of Birmingham)
Published
2024-09-12
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Marginally Different:The Ludic Tendencies of Videogame Paratexts

University of Birmingham Research Portal (University of Birmingham)
Digital Games and Media
article

Marginally Different:The Ludic Tendencies of Videogame Paratexts

article en

Abstract

Videogames exist within a network of ancillary material known as “paratexts” (Genette 1997, 2; Consalvo 2017), extending from conception to sale (Kerr 2006, 4; Gray 2010). These paratexts, though distinct from the game itself, play a crucial role in its presentation and reception (Švelch 2020; Seiwald and Vollans 2023). By looking at videogame paratextuality, this paper addresses otherness from two perspectives: firstly, how paratexts are other to the game in their form and function; and secondly, how playful paratexts are other in comparison to non-ludic paratextual structures.<br/><br/>To understand how this other space between the game and the player is configured, it is important to understand what paratexts are. By determining their spatial and temporal relationship to the game (Genette 1997, 7), their functionality (Seiwald 2023b, 139–45), authorship (Fiske 1987; Caldwell 2011, 2014; Re 2016; Seiwald 2023a), substantiality and materiality (Van Leeuwen 2005; Kress 2010; Švelch 2017, 71; Seiwald 2023a), it will be possible to consider how the margins of videogames are constructed and how they relate to the player. This analysis is underpinned by the argument that paratexts make the game visible to the player, defining its appearance and reception (Rockenberger 2014). <br/><br/>By being playful, videogame paratexts may differ from the conventional function of paratexts, i.e., framing a videogame to present it as an artefact to the world (Brookey and Gray 2017). This playfulness, defined as free and unproductive (Caillois 2001, 9–10), contradicts the idea of paratexts serving a specific purpose. Nonetheless, playful paratexts, reflecting the game’s ludic nature, strengthen the player’s connection with the game while requiring playful engagement from them (Liebermann 1965; 1966). Analysing forms of ludic paratexts of various selected games illustrates this dynamic and sheds light on how surrounding material influences the perception of the game and the act of playing (Seiwald 2021). <br/><br/>Ludic paratexts are therefore other in two ways: they are different from the game, albeit strongly linked to it, and they are different from the traditional functions associated with paratexts, although their form may be the same. My discussion will uncover the tight relationship between playful material within and outside of the game by emphasising its otherness and existence in the margins between the game and the player.<br/>

University of Birmingham Research Portal (University of Birmingham)
University of Birmingham (GB)
Openalex Percentile: Top 28%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.