How to talk about videogames
Author:
Series:
Electronic mediations volume 47
Publisher:
University of Minnesota Press
Publication Date:
[2015]
Language:
English
Description
Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian 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. Nothing that the term game 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 game critics, gnawing on scraps like the zombies that fester in our objects of study."--Back cover.
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ISBN:
9780816699124
9781452949888
9780816699117
9781452949888
9780816699117
Staff View
Grouping Information
Grouped Work ID | 1c11aeb9-ed5f-6152-d866-ac44cffe5607 |
---|---|
Grouping Title | how to talk about videogames |
Grouping Author | ian bogost |
Grouping Category | book |
Grouping Language | English (eng) |
Last Grouping Update | 2024-10-31 20:35:51PM |
Last Indexed | 2024-11-04 01:08:26AM |
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Bogost, Ian
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Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian 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. Nothing that the term game 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 game critics, gnawing on scraps like the zombies that fester in our objects of study."--Back cover.
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University of Minnesota Press
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grouped_work
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Electronic mediations
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Electronic mediations|47
subject_facet
Electronic books
Video games -- Social aspects
Video games -- Social aspects
title_display
How to talk about videogames
title_full
How to talk about videogames / Ian Bogost
title_short
How to talk about videogames
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Social aspects
Video games
Video games
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