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

    Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

    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

    Fingerprint

    Dive into the research topics of 'Star Trek into Divisiveness: The Transmedial Failures of Star Trek: The Videogame'. Together they form a unique fingerprint.

    Cite this