Cover of: How to do things with videogames by Ian Bogost
An edition of How to do things with videogames (2011)

How to do things with videogames

  • 0 Ratings
  • 1 Want to read
  • 0 Currently reading
  • 1 Have read
    Loading...

Buy this book

When you buy books using these links the Internet Archive may earn a small commission.

Last edited by MARC Bot
February 28, 2020 | History
An edition of How to do things with videogames (2011)

How to do things with videogames

  • 0 Ratings
  • 1 Want to read
  • 0 Currently reading
  • 1 Have read
Publish Date
Language
English

Buy this book

When you buy books using these links the Internet Archive may earn a small commission.

Previews available in: English

A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation.

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.

Read more

Edition Availability
Cover of: How to do things with videogames
How to do things with videogames
2011, University of Minnesota Press
in English

Add another edition?

Book Details


Published in

Minneapolis

Edition Notes

Includes bibliographical references and index.

Series
Electronic mediations -- v. 38

Classifications

Dewey Decimal Class
793.93/2
Library of Congress
GV1469.34.S52 B63 2011, GV1469.34.S52B63

The Physical Object

Pagination
p. cm.

ID Numbers

Open Library
OL24896216M
Internet Archive
howtodothingswit0000bogo
ISBN 13
9780816676460, 9780816676477
LCCN
2011023625

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

History

Download catalog record: RDF / JSON
February 28, 2020 Edited by MARC Bot remove fake subjects
July 14, 2017 Edited by Mek adding subject: Internet Archive Wishlist
July 26, 2013 Edited by mita added description from author's blog
July 26, 2013 Edited by mita Added new cover
July 29, 2011 Created by LC Bot import new book