Star Trek into Divisiveness: The Transmedial Failures of Star Trek: The Videogame

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Video game studies have previously explored how gamers can be thought of as engaging in fan-like practices (e.g., Newman 2008, 69-88; Crawford 2012, 102-104), but in this chapter I’m interested in analyzing how “gamers” and “fans” can act as different interpretive communities in relation to one transtext. My case study is Star Trek: The Videogame, developed by Digital Extremes and co-published by Namco Bandai/Paramount (Consalvo 2009, 136). This game was released in April 2013 before Star Trek into Darkness premiered in American and UK cinemas the following month, and its narrative offered a prelude to J.J. Abrams’ second Trek movie.
Original languageEnglish
Title of host publicationThe Rise of Transtexts
Subtitle of host publicationChallenges and Opportunities
EditorsBenjamin W.L. Derhy Kurtz, Melanie Bourdaa
Place of PublicationNew York
PublisherRoutledge Taylor & Francis Group
Chapter7
Pages119-135
Number of pages17
Edition1
ISBN (Electronic)9781315671741
ISBN (Print)9781138944671
Publication statusPublished - 20 Sep 2016

Publication series

NameRoutledge Research in Cultural and Media Studies
PublisherRoutledge Taylor & Francis Group

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Hills, M. (2016). Star Trek into Divisiveness: The Transmedial Failures of Star Trek: The Videogame . In B. W. L. Derhy Kurtz, & M. Bourdaa (Eds.), The Rise of Transtexts: Challenges and Opportunities (1 ed., pp. 119-135). (Routledge Research in Cultural and Media Studies). New York: Routledge Taylor & Francis Group.