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How to talk about videogames

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Author:
Series:
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

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Grouping Information

Grouped Work ID1c11aeb9-ed5f-6152-d866-ac44cffe5607
Grouping Titlehow to talk about videogames
Grouping Authorian bogost
Grouping Categorybook
Grouping LanguageEnglish (eng)
Last Grouping Update2024-10-31 20:35:51PM
Last Indexed2024-11-04 01:08:26AM

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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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Aims Community College - Greeley
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9780816699124
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2015
publisher
University of Minnesota Press
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grouped_work
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Electronic mediations
series_with_volume
Electronic mediations|47
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Electronic books
Video games -- Social aspects
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How to talk about videogames
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How to talk about videogames / Ian Bogost
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How to talk about videogames
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Social aspects
Video games

Solr Details Tables

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ils:.b64123509.i137527470Aims Greeley CirculationGV1469.3 .B62 20151falsefalseOn Shelfaigci
ebraryccu:EBC4391849EBC4391849Ebrary (CCU)Online Ebrary (CCU)eBookeBook1falsetrueEbrary (CCU)https://ebookcentral.proquest.com/lib/cochristuniv-ebooks/detail.action?docID=4391849Available OnlineEbrary (CCU)

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Bib IdFormatFormat CategoryEditionLanguagePublisherPublication DatePhysical DescriptionAbridged
ils:.b64123509BookBooksEnglishUniversity of Minnesota Press[2015]xiii, 197 pages ; 24 cm.
ebraryccu:EBC4391849eBookeBookEnglishUniversity of Minnesota Press20151 online resource (217 pages).

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