How to do things with videogames / Ian Bogost.

by Bogost, Ian [author.]Looking glass.

Series: Electronic mediations: Publisher: Minneapolis, Minnesota : University of Minnesota Press, [2011]Description: 180 pages ; 23 cm.ISBN: 0816676461; 081667647X; 9780816676460; 9780816676477.Subject(s): Video games -- Social aspectsLooking glass
Contents:
Introduction: media microecology -- Art -- Empathy -- Reverence -- Music -- Pranks -- Transit -- Branding -- Electioneering -- Promotion -- Snapshots -- Texture -- Kitsch -- Relaxation -- Throwaways -- Titillation -- Exercise -- Work -- Habituation -- Disinterest -- Drill -- Conclusion: the end of gamers.
Note: Includes bibliographical references.
Item type Home library Collection Class number Status Date due Barcode Item reservations
Short loan London College of Communication
Main collection
Printed books 794.8 BOG (Browse shelf (Opens below)) Available 54205829
Long loan London College of Communication
Main collection
Printed books 794.8 BOG (Browse shelf (Opens below)) Available 54206776
Long loan London College of Communication
Main collection
Printed books 794.8 BOG (Browse shelf (Opens below)) Available 54206781
Reference London College of Communication
Reference
Printed books 794.8 BOG (Browse shelf (Opens below)) Library use only 54206785
Short loan London College of Communication
Main collection
Printed books 794.8 BOG (Browse shelf (Opens below)) Available 54248477
Total reservations: 0

Enhanced descriptions from Syndetics:

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.

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.

Includes bibliographical references.

Introduction: media microecology -- Art -- Empathy -- Reverence -- Music -- Pranks -- Transit -- Branding -- Electioneering -- Promotion -- Snapshots -- Texture -- Kitsch -- Relaxation -- Throwaways -- Titillation -- Exercise -- Work -- Habituation -- Disinterest -- Drill -- Conclusion: the end of gamers.

Author notes provided by Syndetics

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.

Footer