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    How to Do Things with Videogames

    How to Do Things with Videogames by Bogost, Ian;

    Series: Electronic Mediations; 109;

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      • Publisher's listprice GBP 14.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

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    7 586 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number New
    • Publisher Univ Of Minnesota Press
    • Date of Publication 5 August 2011
    • Number of Volumes Paperback

    • ISBN 9780816676477
    • Binding Paperback
    • No. of pages192 pages
    • Size 216x140x33 mm
    • Weight 264 g
    • Language English
    • 110

    Categories

    Short description:

    A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation

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    Long description:

    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.



    "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

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    Table of Contents:

    Contents

    Introduction: Media Microecology
    1. Art
    2. Empathy
    3. Reverence
    4. Music
    5. Pranks
    6. Transit
    7. Branding
    8. Electioneering
    9. Promotion
    10. Snapshots
    11. Texture
    12. Kitsch
    13. Relaxation
    14. Throwaways
    15. Titillation
    16. Exercise
    17. Work
    18. Habituation
    19. Disinterest
    20. Drill
    Conclusion: The End of Gamers

    Notes
    Gameography

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