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How to Do Things With Videogames: Electronic Mediations

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Videogames: beyond entertainment, culturally immersive.

If you've ever felt boxed in by the usual 'games are just for fun' rhetoric, Ian Bogost's 'How to Do Things With Videogames' might be an eye-opener. Bogost urges us to see beyond games as mere playthings and acknowledges their growing impact across various facets of life including education, art, and politics. As a gamer or simply a curious mind, you'll find this book an intriguing testament to the medium's evolving role in society.

Note: While we do our best to ensure the accuracy of cover images, ISBNs may at times be reused for different editions of the same title which may hence appear as a different cover.
Just Arrived

How to Do Things With Videogames: Electronic Mediations

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Compare to estimated retail price: S$50.00  
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ISBN: 9780816676477
Authors: Ian Bogost
Date of Publication: 2011-08-05
Format: Paperback
Related Collections: Philosophy, Creative Nonfiction, Art, Sociology
Goodreads rating: 3.62
(rated by 494 readers)

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 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 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.
 

Videogames: beyond entertainment, culturally immersive.

If you've ever felt boxed in by the usual 'games are just for fun' rhetoric, Ian Bogost's 'How to Do Things With Videogames' might be an eye-opener. Bogost urges us to see beyond games as mere playthings and acknowledges their growing impact across various facets of life including education, art, and politics. As a gamer or simply a curious mind, you'll find this book an intriguing testament to the medium's evolving role in society.

Note: While we do our best to ensure the accuracy of cover images, ISBNs may at times be reused for different editions of the same title which may hence appear as a different cover.