How to Do Things with Videogames (Electronic Mediations)

Valutazione media 3,65
( su 389 valutazioni fornite da Goodreads )
 
9780816676477: How to Do Things with Videogames (Electronic Mediations)

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.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

About the Author:

Ian Bogost is professor of digital media at the Georgia Institute of Technology. His books include Persuasive Games: The Expressive Power of Videogames and Newsgames: Journalism at Play.

Review:

"What can you do with videogames? Play pranks, meditate on politics, achieve zen-like zone-outs, turn the act of travel back into adventure, and describe how to safely exit a plane—among other things, as Ian Bogost explains in this superb, philosophical, and wide-ranging book on the expressive qualities of games."—Clive Thompson, columnist for Wired and contributing writer for the New York Times Magazine

"Gamers often beg for a critic with the persuasive power and range of a Lester Bangs or a Pauline Kael. With this book, Ian Bogost demonstrates his capacity to take up their mantle and explain to a larger public why games matter in modern culture. The book’s goals are simple, straight forward, and utterly, desperately needed. How to Do Things with Videogames may do for games what Understanding Comics did for comics—at once consolidate existing theoretical gains while also expanding dramatically the range of people who felt able to meaningfully engage in those discussions." —Henry Jenkins, author of Fans, Gamers, and Bloggers: Understanding Participatory Culture

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

I migliori risultati di ricerca su AbeBooks

1.

Prof. Ian Bogost
Editore: University of Minnesota Press, United States (2011)
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Paperback Quantità: 1
Da
The Book Depository
(London, Regno Unito)
Valutazione libreria
[?]

Descrizione libro University of Minnesota Press, United States, 2011. Paperback. Condizione libro: New. New.. Language: English . Brand New Book. 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. Codice libro della libreria AAS9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 12,70
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: Regno Unito a: U.S.A.
Destinazione, tempi e costi

2.

Bogost, Ian
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Quantità: 1
Da
Pbshop
(Wood Dale, IL, U.S.A.)
Valutazione libreria
[?]

Descrizione libro 2011. PAP. Condizione libro: New. New Book.Shipped from US within 10 to 14 business days. Established seller since 2000. Codice libro della libreria IB-9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 9,63
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,42
In U.S.A.
Destinazione, tempi e costi

3.

Bogost, Ian
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Quantità: 10
Da
Paperbackshop-US
(Wood Dale, IL, U.S.A.)
Valutazione libreria
[?]

Descrizione libro 2011. PAP. Condizione libro: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Codice libro della libreria TX-9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 9,63
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,42
In U.S.A.
Destinazione, tempi e costi

4.

Prof. Ian Bogost
Editore: University of Minnesota Press, United States (2011)
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Paperback Quantità: 1
Da
The Book Depository US
(London, Regno Unito)
Valutazione libreria
[?]

Descrizione libro University of Minnesota Press, United States, 2011. Paperback. Condizione libro: New. New.. Language: English . Brand New Book. 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. Codice libro della libreria AAS9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 13,14
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: Regno Unito a: U.S.A.
Destinazione, tempi e costi

5.

Prof. Ian Bogost
Editore: University of Minnesota Press, United States (2011)
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Paperback Quantità: 10
Da
Book Depository hard to find
(London, Regno Unito)
Valutazione libreria
[?]

Descrizione libro University of Minnesota Press, United States, 2011. Paperback. Condizione libro: New. New.. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. 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. Codice libro della libreria BTE9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 13,31
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: Regno Unito a: U.S.A.
Destinazione, tempi e costi

6.

Ian Bogost
Editore: University of Chicago press
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Quantità: > 20
Da
INDOO
(Avenel, NJ, U.S.A.)
Valutazione libreria
[?]

Descrizione libro University of Chicago press. Condizione libro: New. Brand New. Codice libro della libreria 081667647X

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 10,68
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,00
In U.S.A.
Destinazione, tempi e costi

7.

Bogost, Ian
Editore: Univ Of Minnesota Press (2011)
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Paperback Quantità: 1
Da
Murray Media
(North Miami Beach, FL, U.S.A.)
Valutazione libreria
[?]

Descrizione libro Univ Of Minnesota Press, 2011. Paperback. Condizione libro: New. Codice libro della libreria 081667647X

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 12,23
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 2,56
In U.S.A.
Destinazione, tempi e costi

8.

Bogost, Ian
Editore: Univ Of Minnesota Press
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi PAPERBACK Quantità: 1
Da
Lakeside Books
(Benton Harbor, MI, U.S.A.)
Valutazione libreria
[?]

Descrizione libro Univ Of Minnesota Press. PAPERBACK. Condizione libro: New. 081667647X BRAND NEW, GIFT QUALITY! NOT OVERSTOCKS OR MARKED UP REMAINDERS! DIRECT FROM THE PUBLISHER!|0.57. Codice libro della libreria OTF-S-9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 11,80
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,42
In U.S.A.
Destinazione, tempi e costi

9.

Ian Bogost
Editore: University Of Minnesota Press 2011-08-05, Minneapolis, Minn. :|Bristol (2011)
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi paperback Quantità: 5
Da
Blackwell's
(Oxford, OX, Regno Unito)
Valutazione libreria
[?]

Descrizione libro University Of Minnesota Press 2011-08-05, Minneapolis, Minn. :|Bristol, 2011. paperback. Condizione libro: New. Codice libro della libreria 9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 13,49
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,34
Da: Regno Unito a: U.S.A.
Destinazione, tempi e costi

10.

Ian Bogost
ISBN 10: 081667647X ISBN 13: 9780816676477
Nuovi Paperback Quantità: 1
Da
Grand Eagle Retail
(Wilmington, DE, U.S.A.)
Valutazione libreria
[?]

Descrizione libro Paperback. Condizione libro: New. Paperback. 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.Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 192 pages. 0.259. Codice libro della libreria 9780816676477

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 17,05
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
In U.S.A.
Destinazione, tempi e costi

Vedi altre copie di questo libro

Vedi tutti i risultati per questo libro