Show Sold Separately: Promos, Spoilers, and Other Media Paratexts.
Jonathan Gray’s Show Sold Separately explores how media extensions and paratextual material for television and film—and peripherally literature, music, and videogames—are used to enhance the fan experience and invite viewers to enter into a fictitious world at a deeper level. Gray states that his thesis for his book is premised on the theory that paratexts are both “distinct from” and alike—or, I will argue, intrinsically part of—the text. The book’s thesis is that paratexts are not simply add-ons, spinoffs and also-rans: they create texts, they manage them, and they fill them with many of the meanings that we associate with them” (6). Although most of Gray’s book explores the ways producers create paratextual material to increase profit and build franchises, he also explores the vitality of digitally enabled co-creation between producers (authors, producers, and media hubs) and consumers (fans) for storytelling. Gray’s argument that digital paratexts challenge traditional publishing practices is crucial when attempting to understand the ways that the digital platform has challenged and reconfigured cultures of creation. Continue reading “Show Sold Separately: Promos, Spoilers, and Other Media Paratexts.”
Mary Flanagan’s Critical Play is a call to develop a new methodology that will allow activist games to be created in greater numbers, and for games in general to be designed with increased diversity. “Critical play” refers to games and other types of play that involve the examination of social, cultural, political, and personal themes and issues, wherein the goal is not to win, but to think and discuss the issues within the safe space created by play. In these types of play, critical thinking, education, intervention, and humanistic themes are emphasized.


