Cargando…

How to do things with videogames /

"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....

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Bogost, Ian (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Minneapolis : University of Minnesota Press, ©2011.
Colección:Electronic mediations ; 38.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000Ia 4500
001 JSTOR_ocn755415627
003 OCoLC
005 20231005004200.0
006 m o d
007 cr |n|---|||||
008 111003s2011 mnu ob 000 0 eng d
010 |a  2011023625 
040 |a EBLCP  |b eng  |e pn  |c EBLCP  |d OCLCQ  |d YDXCP  |d WAU  |d N$T  |d E7B  |d OCLCQ  |d TEFOD  |d IUL  |d JSTOR  |d OCLCF  |d DEBSZ  |d OCLCQ  |d OCLCO  |d IDEBK  |d P@U  |d AU@  |d OCLCO  |d COO  |d TEFOD  |d OCLCQ  |d OCLCO  |d OCLCQ  |d CUS  |d STBDS  |d CNNOR  |d MOR  |d Z5A  |d YDX  |d OCLCO  |d OCLCQ  |d MERUC  |d OCLCQ  |d IOG  |d U3W  |d STF  |d BRL  |d TXC  |d INT  |d OTZ  |d OCLCQ  |d WYU  |d G3B  |d LVT  |d LEAUB  |d DKC  |d OCLCQ  |d OCLCA  |d OCLCQ  |d INARC  |d UX1  |d UKUAL  |d OCLCO  |d OCLCQ  |d SFB  |d OCLCQ  |d OCLCO 
016 7 |a 015890449  |2 Uk 
019 |a 763159238  |a 781448692  |a 859380320  |a 1039421545  |a 1175641372 
020 |a 9780816678679  |q (electronic bk.) 
020 |a 0816678677  |q (electronic bk.) 
020 |a 1299946925  |q (ebk) 
020 |a 9781299946927  |q (ebk) 
020 |a 9781452947617 
020 |a 1452947619 
020 |z 9780816676460  |q (hc ;  |q alk. paper) 
020 |z 0816676461  |q (hc ;  |q alk. paper) 
020 |z 9780816676477  |q (pb ;  |q alk. paper) 
020 |z 081667647X  |q (pb ;  |q alk. paper) 
020 |z 9780816676125 
029 1 |a AU@  |b 000048839350 
029 1 |a AU@  |b 000055774409 
029 1 |a DEBSZ  |b 397140851 
029 1 |a GBVCP  |b 1003679692 
029 1 |a NZ1  |b 15406962 
035 |a (OCoLC)755415627  |z (OCoLC)763159238  |z (OCoLC)781448692  |z (OCoLC)859380320  |z (OCoLC)1039421545  |z (OCoLC)1175641372 
037 |a 22573/cttp49fw  |b JSTOR 
037 |a A51CDE4B-16DF-429C-993F-F4305A1FA418  |b OverDrive, Inc.  |n http://www.overdrive.com 
050 4 |a GV1469.34.S52  |b B63 2011eb 
072 7 |a GAM  |x 013000  |2 bisacsh 
072 7 |a SOC022000  |2 bisacsh 
082 0 4 |a 793.93/2  |a 793.932 
049 |a UAMI 
100 1 |a Bogost, Ian,  |e author. 
245 1 0 |a How to do things with videogames /  |c Ian Bogost. 
260 |a Minneapolis :  |b University of Minnesota Press,  |c ©2011. 
300 |a 1 online resource (180 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a data file  |2 rda 
490 1 |a Electronic mediations ;  |v 38 
504 |a Includes bibliographical references. 
505 0 |a 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. 
520 |a "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"--Provided by publisher. 
588 0 |a Print version record. 
590 |a JSTOR  |b Books at JSTOR Demand Driven Acquisitions (DDA) 
590 |a JSTOR  |b Books at JSTOR All Purchased 
590 |a JSTOR  |b Books at JSTOR Evidence Based Acquisitions 
650 0 |a Video games  |x Social aspects. 
650 6 |a Jeux vidéo  |x Aspect social. 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE  |x Popular Culture.  |2 bisacsh 
650 7 |a Video games  |x Social aspects  |2 fast 
650 7 |a Videospiel  |2 gnd 
650 7 |a Computerspiel  |2 gnd 
650 7 |a Computersimulation  |2 gnd 
650 7 |a Gesellschaft  |2 gnd 
650 7 |a Soziologie  |2 gnd 
650 7 |a Elektroniska spel  |x sociala spekter.  |2 sao 
776 0 8 |i Print version:  |a Bogost, Ian.  |t How to do things with videogames.  |d Minneapolis : University of Minnesota Press, ©2011  |z 0816676461  |w (DLC) 2011023625  |w (OCoLC)719427938 
830 0 |a Electronic mediations ;  |v 38. 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.5749/j.cttttmwd  |z Texto completo 
938 |a Internet Archive  |b INAR  |n howtodothingswit0000bogo 
938 |a EBL - Ebook Library  |b EBLB  |n EBL776547 
938 |a ebrary  |b EBRY  |n ebr10500266 
938 |a EBSCOhost  |b EBSC  |n 395933 
938 |a ProQuest MyiLibrary Digital eBook Collection  |b IDEB  |n cis26259938 
938 |a Project MUSE  |b MUSE  |n muse29975 
938 |a Oxford University Press USA  |b OUPR  |n EDZ0001177880 
938 |a YBP Library Services  |b YANK  |n 7142460 
938 |a YBP Library Services  |b YANK  |n 12531808 
994 |a 92  |b IZTAP