Non-Fiction Books:

How to Talk about Videogames

Click to share your rating 0 ratings (0.0/5.0 average) Thanks for your vote!

Format:

Paperback / softback
$57.99
Available from supplier

The item is brand new and in-stock with one of our preferred suppliers. The item will ship from a Mighty Ape warehouse within the timeframe shown.

Usually ships in 2-3 weeks

Buy Now, Pay Later with:

Afterpay is available on orders $100 to $2000 Learn more

Availability

Delivering to:

Estimated arrival:

  • Around 28 May - 7 Jun using International Courier

Description

Videogames! Aren't they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In "How to Talk about Videogames," leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like "Flappy Bird, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL," and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn't.Noting that the term "games criticism "once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study."

Author Biography:

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and professor of interactive computing at the Georgia Institute of Technology. He is the author of many books, including How to Do Things with Videogames and Alien Phenomenology: Or, What It's Like to Be a Thing (both Minnesota), as well as Unit Operations: An Approach to Videogame Criticism and Persuasive Games: The Expressive Power of Videogames. He is the award-winning game designer of A Slow Year, Cow Clicker, and more.
Release date Australia
November 15th, 2015
Author
Audiences
  • General (US: Trade)
  • Professional & Vocational
Pages
208
Dimensions
140x216x15
ISBN-13
9780816699124
Product ID
23041498

Customer reviews

Nobody has reviewed this product yet. You could be the first!

Write a Review

Marketplace listings

There are no Marketplace listings available for this product currently.
Already own it? Create a free listing and pay just 9% commission when it sells!

Sell Yours Here

Help & options

Filed under...