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Gaming: Essays On Algorithmic Culture (Electronic Mediations) [Paperback]

Alexander R. Galloway
4.0 out of 5 stars  See all reviews (7 customer reviews)

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Book Description

May 27, 2006 0816648514 978-0816648511 1
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

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Product Details

  • Paperback: 160 pages
  • Publisher: Univ Of Minnesota Press; 1 edition (May 27, 2006)
  • Language: English
  • ISBN-10: 0816648514
  • ISBN-13: 978-0816648511
  • Product Dimensions: 5.4 x 0.4 x 8.5 inches
  • Shipping Weight: 8 ounces (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Best Sellers Rank: #218,881 in Books (See Top 100 in Books)

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Customer Reviews

4.0 out of 5 stars
(7)
4.0 out of 5 stars
Most Helpful Customer Reviews
9 of 9 people found the following review helpful
4.0 out of 5 stars Good high-level book on game culture December 16, 2006
Format:Paperback
This is a fun book to read that is written in an accessible and engaging style that contains some really interesting ideas about gaming. Because this is more a collection of interrelated essays than a sustained argument, it makes sense to approach each essay individually.

In the first chapter-essay, to understand the relationship between the player and the game space, the author arrives at a cartesian plane of possible gaming moments: The x-axis moves between the operator's and the machine's actions, and the y-axis moves between diegetic and non-diegetic actions. The result is that some common gaming moments can be reliably plotted in this plane. The author's approach here presents a way to initiate a discussion around action, but the entire argument doesn't hang on the validity of this model. This diagram forces the author to define game diegesis somewhat narrowly within the confines of certain kinds of games, and it seems somewhat arbitrary where he draws the line between diegetic and non-diegetic. However, it's an interesting beginning, and the terms and relationships Galloway sets up here permeate the remainder of the essays, contextualizing them all within the idea of game action.

In chapter 2, the author goes to great lengths to justify his central claim that where film uses the subjective shot to represent a problem with identification, games use the subjective shot to create identification. The problem with first-person or subjective camerawork is that the perspective suggests agency or the ability to interact. It is in these moments in cinema where the camera exposes itself as an agent of looking, and the audience is confronted with its own status as observer.
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7 of 7 people found the following review helpful
3.0 out of 5 stars focus on visual / film theory November 2, 2006
Format:Paperback
Interesting book, but not entirely what I was expecting. It takes a very filmic approach to videogames, focusing on gaze and perspective. There are some interesting parallels draw between film and games, but for the most part, the author seems more comfortable in a critical eye outside of games themselves.

I lost interest in the book about halfway through, but I may pick it up again. If you are looking for a book about interaction or theories of play and leisure, this is not the book for you.
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2 of 2 people found the following review helpful
Format:Paperback
College-level students of media studies will appreciate the examination of digital and video culture offered in Gaming: Essays on Algorithmic Culture: examples from over fifty video games are used to construct a classification system of action in video games which blends gameplay with software crashes, network lags, and game hacks. From the origins of the first-person shooter to game structures and new interpretations of images and character, any interested in media and gaming will find this scholarly discourse exciting.

Diane C. Donovan

California Bookwatch
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5.0 out of 5 stars A smart approach about Gaming and digital culture March 22, 2008
Format:Paperback
Excellent book. Until now, I have read the first two essays. In the first one, Gamic Actions - Four Moments, the author has developed an analysis framework for games based on the concept of diegesis. In the second, he digs the origins of the First-Person Shooter based on the film history. Definitely, this book will be an important reference in my doctorate research.
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1 of 2 people found the following review helpful
5.0 out of 5 stars he did again November 3, 2006
Format:Paperback
After Protocol, one of the best books in cyberculture, Galloway bring us Gaming, one of the best books in gameculture.

Remembering Protocol's way, a bit of history, with some criticism after. The only problem is the book is toooo short, and very important issues, like gameart and mods, stay basics. I hope these can be developed in the next future.

And I love cover, with the Unreal Healt PickUp int the hospital.
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2 of 4 people found the following review helpful
4.0 out of 5 stars Videogames are actions August 29, 2006
Format:Paperback|Amazon Verified Purchase
For Alexander Galloway "videogames are actions". Videogames are acts of doing enacted by the player and the technology in a cybernetic relationship that can occur as part of the diegesis or as separate to the narrative world of the game. A videogame cannot be played until the machine is powered up and the software running. By placing machine and operator in a praxis with diegetic and nondiegetic acts Galloway not only enfolds the more commonly iterated components of algorithmic program and player acts but celebrates the traditionally ignored and often vilified aspects of video gaming including crashes, hacks and lag. The pause button is as important as the shoot or action button, cheats are as significant as strategies and the nondiegetic routines of saving and loading are of consequence.

This is a great way of thinking about videogames! This is all contained in chapter one which I thoroughly recommend. The other chapters for me were not as useful but are still an interesting read.
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2 of 16 people found the following review helpful
2.0 out of 5 stars Not related to anything real March 29, 2008
Format:Paperback|Amazon Verified Purchase
I work in the video game industry and have launched over 10 titles on both console and PC, 4 of which have sold over 1 million units. This book, while academically interesting in the abstract (and that's why it's not getting 1 star from me), does not describe anything relevant to the real world of game creation or development. It does not contain anything that I would recommend to my business as either prescriptive for development activities or descriptive of player behaviors. Other than the need to publish for academic politics reasons, I don't know why the author wrote this book.
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