|
![]() |
|||
|
||||
OverviewFull Product DetailsAuthor: Ian BogostPublisher: University of Minnesota Press Imprint: University of Minnesota Press Dimensions: Width: 14.00cm , Height: 1.80cm , Length: 21.60cm Weight: 0.363kg ISBN: 9780816676460ISBN 10: 0816676461 Pages: 192 Publication Date: 05 August 2011 Audience: General/trade , General Format: Hardback Publisher's Status: Out of Print Availability: In Print ![]() Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. 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 GameographyReviewsWhat 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 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 |