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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....

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Detalles Bibliográficos
Autor principal: Bogost, Ian (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Minneapolis : University of Minnesota Press, 2011.
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Bogost, Ian,  |e author. 
245 1 0 |a How to Do Things with Videogames /   |c Ian Bogost. 
264 1 |a Minneapolis :  |b University of Minnesota Press,  |c 2011. 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2014 
264 4 |c ©2011. 
300 |a 1 online resource (192 pages). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a Electronic mediations ;  |v 38 
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 |a Description based on print version record. 
650 7 |a Elektroniska spel  |x sociala spekter.  |2 sao 
650 7 |a Soziologie  |2 gnd 
650 7 |a Gesellschaft  |2 gnd 
650 7 |a Computersimulation  |2 gnd 
650 7 |a Computerspiel  |2 gnd 
650 7 |a Videospiel  |2 gnd 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
650 7 |a SOCIAL SCIENCE  |x Popular Culture.  |2 bisacsh 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 6 |a Jeux video  |x Aspect social. 
650 0 |a Video games  |x Social aspects. 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/24788/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - Archive Complete Supplement II 
945 |a Project MUSE - Archive Global Cultural Studies Supplement II