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How to Do Things with Videogames
Paperback / softback
Main Details
Title |
How to Do Things with Videogames
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Authors and Contributors |
By (author) Ian Bogost
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Series | Electronic Mediations |
Physical Properties |
Format:Paperback / softback | Pages:192 | Dimensions(mm): Height 216,Width 140 |
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Category/Genre | Computer games - strategy guides |
ISBN/Barcode |
9780816676477
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Classifications | Dewey:793.932 |
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Audience | |
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Publishing Details |
Publisher |
University of Minnesota Press
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Imprint |
University of Minnesota Press
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Publication Date |
5 August 2011 |
Publication Country |
United States
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Description
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 simulated realities.
Author Biography
Ian 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.
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 "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
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