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How to Do Things with Videogames (Electronic…
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How to Do Things with Videogames (Electronic Mediations) (2011 original; edición 2011)

por Ian Bogost (Autor)

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1304212,528 (3.83)Ninguno
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.… (más)
Miembro:Ramen_Junkie
Título:How to Do Things with Videogames (Electronic Mediations)
Autores:Ian Bogost (Autor)
Información:Univ Of Minnesota Press (2011), Edition: First Edition, 192 pages
Colecciones:Imported to Verify
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Etiquetas:Video Games

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How to Do Things with Videogames (Electronic Mediations) por Ian Bogost (2011)

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With every essay in this book, I gained a new insight into videogames. That's as much as one ought to expect from it. ( )
  mrgan | Oct 30, 2017 |
While this is not my favorite book about video games, this is one I finished reading, closed the book and said "finally, a book about games written by a person who actually KNOWS of games". This is not the kind of book I would recommend for gamers. Instead, this is the kind of book I would recommend for people who still think that video games are for children. It is well known that this is far from true since a long time ago, so it's refreshing to see that there are people who actually take games seriously. Bogost goes further than just questioning whether video games incite to violence. He actually did a lot of research and put a lot of effort in explaining why video games are more than "toys": they are another form of media. They have their own implications and meanings, their own form of art. In this book you can find not only references to relatively recent games, but also about well-known movies, advertisements and other kinds of media. Additionally, you can see how they relate to games, and why they are so important nowadays.

If you are still skeptical regarding the subject "video games" as something more than "just another tech junk my nephew plays", you should definitely read this book. ( )
  aryadeschain | Aug 26, 2014 |
This short and easy book hits on a number of interesting ideas relating to what videogames can do for their players. Good to read for inspiration, it is sadly lacking in depth. I will check out Bogost's other work, but this book disappointed me somewhat with its lightness. ( )
  breadhat | Jul 23, 2013 |
Main thing is that I'm not the audience of this book. Video game people are. So stripped-down chapters, simplified categories, and sometimes outrageous bits (the 'designing games for Illinois Republicans' is kind of...ick), the TED-esque nonengagement with capitalism as a problem: well, that's fine, so long as I remember that I'm not who the book is for.

I'll take it as a companion volume to parts of Alien Phenomenology.

And the discussion of ET as a game about powerlessness: recommended.

Here's a relevant discussion: https://twitter.com/samplereality/status/341271358778507265 ( )
  karl.steel | Jun 2, 2013 |
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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.

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