How to Do Things with Videogames by Ian Bogost (2011, Trade Paperback)

Price:
US $4.49
Approximately£3.27
+ $13.67 postage
Estimated delivery Wed, 9 Jul - Mon, 21 Jul
Returns:
30 days return. Buyer pays for return postage. If you use an eBay delivery label, it will be deducted from your refund amount.
Condition:
Good
The item shows wear from consistent use, but it remains in good condition and works perfectly. All pages and cover are intact (including the dust cover, if applicable). Spine may show signs of wear. Pages may include limited notes and highlighting. May NOT include discs, access code or other supplemental materials.

About this product

Product Identifiers

PublisherUniversity of Minnesota Press
ISBN-10081667647X
ISBN-139780816676477
eBay Product ID (ePID)10038565800

Product Key Features

Book TitleHow to Do Things with Videogames
Number of Pages192 Pages
LanguageEnglish
Publication Year2011
TopicMedia Studies, Video & Electronic
GenreSocial Science, Games & Activities
AuthorIan Bogost
Book SeriesElectronic Mediations Ser.
FormatTrade Paperback

Dimensions

Item Height0.6 in
Item Weight9.3 Oz
Item Length8.5 in
Item Width5.6 in

Additional Product Features

Intended AudienceTrade
LCCN2011-023625
Dewey Edition23
Reviews"What can you do with videogames? Play pranks, meditate on politics, achieve zen-like zone-outs, turn the act of travel back into adventure, and describe how to safely exit a plane-among other things, as Ian Bogost explains in this superb, philosophical, and wide-ranging book on the expressive qualities of games."-Clive Thompson, columnist for Wired and contributing writer for the New York Times Magazine, "What can you do with videogames? Play pranks, meditate on politics, achieve zen-like zone-outs, turn the act of travel back into adventure, and describe how to safely exit a plane--among other things, as Ian Bogost explains in this superb, philosophical, and wide-ranging book on the expressive qualities of games."--Clive Thompson, columnist for Wired and contributing writer for the New York Times Magazine, "Gamers often beg for a critic with the persuasive power and range of a Lester Bangs or a Pauline Kael. With this book, Ian Bogost demonstrates his capacity to take up their mantle and explain to a larger public why games matter in modern culture. The book's goals are simple, straight forward, and utterly, desperately needed. How to Do Things with Videogames may do for games what Understanding Comics did for comics--at once consolidate existing theoretical gains while also expanding dramatically the range of people who felt able to meaningfully engage in those discussions." --Henry Jenkins, author of Fans, Gamers, and Bloggers: Understanding Participatory Culture, "Gamers often beg for a critic with the persuasive power and range of a Lester Bangs or a Pauline Kael. With this book, Ian Bogost demonstrates his capacity to take up their mantle and explain to a larger public why games matter in modern culture. The book's goals are simple, straight forward, and utterly, desperately needed. How to Do Things with Videogames may do for games what Understanding Comics did for comics-at once consolidate existing theoretical gains while also expanding dramatically the range of people who felt able to meaningfully engage in those discussions." -Henry Jenkins, author of Fans, Gamers, and Bloggers: Understanding Participatory Culture, "What can you do with videogames? Play pranks, meditate on politics, achieve zen-like zone-outs, turn the act of travel back into adventure, and describe how to safely exit a plane—among other things, as Ian Bogost explains in this superb, philosophical, and wide-ranging book on the expressive qualities of games."—Clive Thompson, columnist for Wired and contributing writer for the New York Times Magazine
Dewey Decimal793.93/2
Table Of ContentContents Introduction: Media Microecology 1. Art 2. Empathy 3. Reverence 4. Music 5. Pranks 6. Transit 7. Branding 8. Electioneering 9. Promotion 10. Snapshots 11. Texture 12. Kitsch 13. Relaxation 14. Throwaways 15. Titillation 16. Exercise 17. Work 18. Habituation 19. Disinterest 20. Drill Conclusion: The End of Gamers Notes Gameography
SynopsisIn recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker , and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames , Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium's ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games' progress today and promise for the future., In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker , and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames , Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium's ability to create complex simulatedrealities., A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
LC Classification NumberGV1469.34.S52B63

All listings for this product

Buy it now
Any condition
New
Pre-owned
No ratings or reviews yet
Be the first to write a review