Cargando…

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...

Descripción completa

Detalles Bibliográficos
Autores principales: Boluk, Stephanie, 1979- (Autor), LeMieux, Patrick, 1984- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Minneapolis : University of Minnesota Press, [2017]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a22000004a 4500
001 musev2_51630
003 MdBmJHUP
005 20230905045500.0
006 m o d
007 cr||||||||nn|n
008 161230s2017 mnu o 00 0 eng d
010 |z  2016059233 
020 |a 9781452954158 
020 |z 9780816687169 
020 |z 1452954151 
035 |a (OCoLC)967456846 
040 |a MdBmJHUP  |c MdBmJHUP 
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] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2017 
264 4 |c ©[2017] 
300 |a 1 online resource (400 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 53 
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 0 |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. 
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. 
588 |a Description based on print version record. 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
650 7 |a Video games  |x Design.  |2 fast  |0 (OCoLC)fst01166425 
650 7 |a SOCIAL SCIENCE  |x Popular Culture.  |2 bisacsh 
650 7 |a COMPUTERS  |x Social Aspects  |x General.  |2 bisacsh 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 6 |a Jeux video  |x Conception. 
650 6 |a Jeux video  |x Industrie  |x Aspect social. 
650 6 |a Jeux video  |x Aspect social. 
650 0 |a Video games  |x Design. 
650 0 |a Video games industry  |x Social aspects. 
650 0 |a Video games  |x Social aspects. 
655 7 |a Electronic books.   |2 local 
700 1 |a LeMieux, Patrick,  |d 1984-  |e author. 
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/51630/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - 2017 Complete 
945 |a Project MUSE - 2017 Global Cultural Studies