@inbook{c11a787267d2427da75764d38eb061e4,
title = "Star Trek into Divisiveness: The Transmedial Failures of Star Trek: The Videogame ",
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{\textquoteright}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{\textquoteright} second Trek movie.",
keywords = "Transmedia, Fandom",
author = "Matthew Hills",
year = "2016",
month = sep,
day = "20",
language = "English",
isbn = "9781138944671",
series = "Routledge Research in Cultural and Media Studies",
publisher = "Routledge, Taylor & Francis Group",
pages = "119--135",
editor = "{Derhy Kurtz}, {Benjamin W.L.} and Melanie Bourdaa",
booktitle = "The Rise of Transtexts",
address = "United Kingdom",
edition = "1",
}