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How to Do Things with Videogames (Electronic Mediations)
 
 
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How to Do Things with Videogames (Electronic Mediations) [Englisch] [Taschenbuch]

Ian Bogost

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Produktbeschreibungen

Pressestimmen

"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

Kurzbeschreibung

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.


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7 von 7 Kunden fanden die folgende Rezension hilfreich
Media Studies for the World 25. August 2011
Von Christopher Schaberg - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
This book's form makes it incredibly accessible and inviting: 20 short essays or occasions through which Ian Bogost invites his readers to think (without any heavy imperative to 'think critically') about how videogames have become a "mature medium."

Bogost describes myriad videogames along the way, and his scene and scenario descriptions are precise and nuanced, yet always concise such that even non-gamers will follow and find solid points of attachment and interest. (I haven't played a videogame seriously since 1992: Metroid II on Gameboy.) In other words, the book is not only an astute and scintillating argument; it is also educational in the most satisfying sense of the word. Speaking of education, I can definitely imagine teaching this book in an undergraduate digital humanities course, as it demonstrates this emergent field at its best: in grounded, lucid, and layered investigations.

In short, "How To Do Things With Videogames" will be of great interest to all sorts of people: everyday gamers and game makers, certainly, but also to non-gamers as well as to scholars and students of contemporary culture--which is to say the book is media studies for the world.
9 von 10 Kunden fanden die folgende Rezension hilfreich
Sweet Relief 25. August 2011
Von Flaxy - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
Here's a situation for you: you're at dinner with your parents, or your partner, or your partner's parents, or your partner's friends. They hear that you study or make games for a living, or that games are the primary way that you spend your leisure time. They tell you that their 8-year old nephew would love to hang out with you, because you love doing the same "childish" activity that they do. Or they want to know why you'd spend so much time and mental energy engaging with a violent, masculinist, repetitive, and stupid bunch of artifacts.

Most of these people, they play FarmVille or Solitaire or Tetris or Snood to fill their time. At family gatherings, they're the first to drag out the Scrabble or Monopoly board. They don't quite recognize that games and videogames are already important to them, too.

Instead of getting flustered, now you've got a book to hand them (or, at the very least, you'll have a handy mental volume of examples and arguments to draw from). It will show them that there are games in between what they play and what "gamers" play, games that do things and explore all sorts of terrain that they didn't even know the medium could. Finally, it articulates a future for games and the people who play them that even you (as a gamer, developer, or scholar) probably haven't thought of before.
2 von 2 Kunden fanden die folgende Rezension hilfreich
How Many Can You Think Of? 20. Januar 2012
Von Trent Hergenrader - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
I bought this book when it first came out and read it in two sittings. My favorite chapters were probably "Reverence" and "Travel" but there are plenty of good ones that will make you think differently about the videogames you've played, the ones you're playing, and the ones you have yet to play.

More importantly, this book will also make you wonder what OTHER things you can do with videogames. To put it another way: Ian Bogost thought up 20 things you can do with videogames. How many can you think of?

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