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OverviewIn 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. Full Product DetailsAuthor: Ian BogostPublisher: University of Minnesota Press Imprint: University of Minnesota Press Dimensions: Width: 14.00cm , Height: 3.30cm , Length: 21.60cm Weight: 0.259kg ISBN: 9780816676477ISBN 10: 081667647 Pages: 192 Publication Date: 05 August 2011 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Temporarily unavailable ![]() The supplier advises that this item is temporarily unavailable. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out to you. Table of ContentsContents 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 GameographyReviewsGamers 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 Author InformationIan Bogost is professor of digital media at the Georgia Institute of Technology. His books include Persuasive Games: The Expressive Power of Videogames and Newsgames: Journalism at Play. Tab Content 6Author Website:Countries AvailableAll regions |