The Resource How to do things with videogames, Ian Bogost
How to do things with videogames, Ian Bogost
Resource Information
The item How to do things with videogames, Ian Bogost represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri Libraries.This item is available to borrow from 1 library branch.
Resource Information
The item How to do things with videogames, Ian Bogost represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri Libraries.
This item is available to borrow from 1 library branch.
- Summary
- "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
- Language
- eng
- Extent
- 1 online resource (180 pages)
- Contents
-
- 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
- Isbn
- 9781299946927
- Label
- How to do things with videogames
- Title
- How to do things with videogames
- Statement of responsibility
- Ian Bogost
- Language
- eng
- Summary
- "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
- Cataloging source
- EBLCP
- http://library.link/vocab/creatorName
- Bogost, Ian
- Dewey number
-
- 793.93/2
- 793.932
- Index
- no index present
- LC call number
- GV1469.34.S52
- LC item number
- B63 2011eb
- Literary form
- non fiction
- Nature of contents
-
- dictionaries
- bibliography
- Series statement
- Electronic mediations
- Series volume
- 38
- http://library.link/vocab/subjectName
-
- Video games
- GAMES
- SOCIAL SCIENCE
- Video games
- Videospiel
- Computerspiel
- Computersimulation
- Gesellschaft
- Soziologie
- Elektroniska spel
- Label
- How to do things with videogames, Ian Bogost
- Bibliography note
- Includes bibliographical references
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- Contents
- 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
- Control code
- 755415627
- Dimensions
- unknown
- Extent
- 1 online resource (180 pages)
- Form of item
- online
- Isbn
- 9781299946927
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- http://library.link/vocab/ext/overdrive/overdriveId
-
- 22573/cttp49fw
- a51cde4b-16df-429c-993f-f4305a1fa418
- Specific material designation
- remote
- System control number
- (OCoLC)755415627
- Label
- How to do things with videogames, Ian Bogost
- Bibliography note
- Includes bibliographical references
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- Contents
- 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
- Control code
- 755415627
- Dimensions
- unknown
- Extent
- 1 online resource (180 pages)
- Form of item
- online
- Isbn
- 9781299946927
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- http://library.link/vocab/ext/overdrive/overdriveId
-
- 22573/cttp49fw
- a51cde4b-16df-429c-993f-f4305a1fa418
- Specific material designation
- remote
- System control number
- (OCoLC)755415627
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.library.missouri.edu/portal/How-to-do-things-with-videogames-Ian/VfcTRNrtrWU/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.library.missouri.edu/portal/How-to-do-things-with-videogames-Ian/VfcTRNrtrWU/">How to do things with videogames, Ian Bogost</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.library.missouri.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.library.missouri.edu/">University of Missouri Libraries</a></span></span></span></span></div>