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Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames /

"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend t...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Boluk, Stephanie, 1979- (Autor), LeMieux, Patrick, 1984- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Minneapolis : University of Minnesota Press, [2017]
Colección:Electronic mediations ; v. 53.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Boluk, Stephanie,  |d 1979-  |e author. 
245 1 0 |a Metagaming :  |b playing, competing, spectating, cheating, trading, making, and breaking videogames /  |c Stephanie Boluk and Patrick LeMieux. 
264 1 |a Minneapolis :  |b University of Minnesota Press,  |c [2017] 
300 |a 1 online resource (379 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Electronic mediations ;  |v 53 
520 |a "The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--  |c Provided by publisher 
504 |a Includes bibliographical references and index. 
504 |a Includes gameography. 
505 0 |a Cover; Half Title; Title; Copyright; Dedicaton; Contents; Introduction. Metagaming: Videogames and the Practice of Play; 1 About, Within, Around, Without: A Survey of Six Metagames; Metagame 1: Triforce; 2 Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis; Metagame 2: Memento Mortem Mortis; 3 Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games; Metagame 3: It Is Pitch Black; 4 Hundred Thousand Billion Fingers: Serial Histories of Super Mario Bros; Metagame 4: 99 Exercises in Style. 
505 8 |a 5 The Turn of the Tide: International E- Sports and the Undercurrency in Dota 2; Metagame 5: Tide Hunter; 6 Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks; Acknowledgments; Notes; Bibliography; Gameography; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; Y; Z. 
588 0 |a Online resource; title from digital title page (viewed on April 19, 2017). 
590 |a JSTOR  |b Books at JSTOR Open Access 
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650 0 |a Video games  |x Social aspects. 
650 0 |a Video games industry  |x Social aspects. 
650 0 |a Video games  |x Design. 
650 6 |a Jeux vidéo  |x Aspect social. 
650 6 |a Jeux vidéo  |x Industrie  |x Aspect social. 
650 6 |a Jeux vidéo  |x Conception. 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a COMPUTERS  |x Social Aspects  |x General.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE  |x Popular Culture.  |2 bisacsh 
650 7 |a Video games  |x Design  |2 fast 
650 7 |a Video games  |x Social aspects  |2 fast 
700 1 |a LeMieux, Patrick,  |d 1984-  |e author. 
776 0 8 |i Print version:  |a Boluk, Stephanie, 1979-  |t Metagaming.  |d Minneapolis : University of Minnesota Press, 2017  |z 9780816687152  |w (DLC) 2016039454 
830 0 |a Electronic mediations ;  |v v. 53. 
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