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How to Do Things with Videogames (Electronic Mediations) [Paperback]

Ian Bogost
4.4 out of 5 stars  See all reviews (9 customer reviews)

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Book Description

August 5, 2011 Electronic Mediations

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.


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Editorial Reviews

Review

"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


"Gamers often beg for a critic with the persuasive power and range of a Lester Bangs or a Pauline Kael. With this book, Ian Bogost demonstrates his capacity to take up their mantle and explain to a larger public why games matter in modern culture. The book’s goals are simple, straight forward, and utterly, desperately needed. How to Do Things with Videogames may do for games what Understanding Comics did for comics—at once consolidate existing theoretical gains while also expanding dramatically the range of people who felt able to meaningfully engage in those discussions." —Henry Jenkins, author of Fans, Gamers, and Bloggers: Understanding Participatory Culture

About the Author

Ian Bogost is professor of digital media at the Georgia Institute of Technology. His books include Persuasive Games: The Expressive Power of Videogames and Newsgames: Journalism at Play.


Product Details

  • Paperback: 192 pages
  • Publisher: Univ Of Minnesota Press (August 5, 2011)
  • Language: English
  • ISBN-10: 081667647X
  • ISBN-13: 978-0816676477
  • Product Dimensions: 5.5 x 0.6 x 8.5 inches
  • Shipping Weight: 9.6 ounces (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #94,450 in Books (See Top 100 in Books)

More About the Author

Dr. Ian Bogost is an award-winning designer and media philosopher whose work focuses on videogames and computational media. He is Ivan Allen College Distinguished Chair of Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on political games and artgames.

Bogost is author or co-author of Unit Operations: An Approach to Videogame Criticism, Persuasive Games: The Expressive Power of Videogames, Racing the Beam: The Atari Video Computer System, Newsgames: Journalism at Play, How To Do Things with Videogames, Alien Phenomenology, or What it's Like to Be a Thing, and 10 PRINT CHR$(205.5+RND(1)); : GOTO 10. He is a popular academic and industry speaker and considered an influential thinker and doer in both the game industry and research community.

Bogost's videogames about social and political issues cover topics as varied as airport security, consumer debt, disaffected workers, the petroleum industry, suburban errands, pandemic flu, and tort reform. His games have been played by millions of people and exhibited internationally at venues including the Telfair Museum of Art (Savannah), the Laboral Centro de Arte (Madrid), Fournos Centre for Digital Culture (Athens), Eyebeam Center (New York), Slamdance Guerilla Game Festival (Park City), the Israeli Center for Digital Art (Holon) and The Australian Centre for the Moving Image (Melbourne).

His recent independent games include Cow Clicker, a Facebook game send-up of Facebook games, and A Slow Year, a collection of videogame poems for Atari VCS, Windows, and Mac, and winner of the Vanguard and Virtuoso awards at the 2010 Indiecade Festival.

Bogost holds a Bachelors degree in Philosophy and Comparative Literature from the University of Southern California, and a Masters and Ph.D. in Comparative Literature from UCLA. He lives in Atlanta.

Customer Reviews

4.4 out of 5 stars
(9)
4.4 out of 5 stars
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Most Helpful Customer Reviews
9 of 9 people found the following review helpful
5.0 out of 5 stars Media Studies for the World August 24, 2011
Format:Paperback|Amazon Verified Purchase
This book's form makes it incredibly accessible and inviting: 20 short essays or occasions through which Ian Bogost invites his readers to think (without any heavy imperative to 'think critically') about how videogames have become a "mature medium."

Bogost describes myriad videogames along the way, and his scene and scenario descriptions are precise and nuanced, yet always concise such that even non-gamers will follow and find solid points of attachment and interest. (I haven't played a videogame seriously since 1992: Metroid II on Gameboy.) In other words, the book is not only an astute and scintillating argument; it is also educational in the most satisfying sense of the word. Speaking of education, I can definitely imagine teaching this book in an undergraduate digital humanities course, as it demonstrates this emergent field at its best: in grounded, lucid, and layered investigations.

In short, "How To Do Things With Videogames" will be of great interest to all sorts of people: everyday gamers and game makers, certainly, but also to non-gamers as well as to scholars and students of contemporary culture--which is to say the book is media studies for the world.
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11 of 13 people found the following review helpful
5.0 out of 5 stars Sweet Relief August 24, 2011
By Flaxy
Format:Paperback|Amazon Verified Purchase
Here's a situation for you: you're at dinner with your parents, or your partner, or your partner's parents, or your partner's friends. They hear that you study or make games for a living, or that games are the primary way that you spend your leisure time. They tell you that their 8-year old nephew would love to hang out with you, because you love doing the same "childish" activity that they do. Or they want to know why you'd spend so much time and mental energy engaging with a violent, masculinist, repetitive, and stupid bunch of artifacts.

Most of these people, they play FarmVille or Solitaire or Tetris or Snood to fill their time. At family gatherings, they're the first to drag out the Scrabble or Monopoly board. They don't quite recognize that games and videogames are already important to them, too.

Instead of getting flustered, now you've got a book to hand them (or, at the very least, you'll have a handy mental volume of examples and arguments to draw from). It will show them that there are games in between what they play and what "gamers" play, games that do things and explore all sorts of terrain that they didn't even know the medium could. Finally, it articulates a future for games and the people who play them that even you (as a gamer, developer, or scholar) probably haven't thought of before.
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4 of 5 people found the following review helpful
5.0 out of 5 stars How Many Can You Think Of? January 19, 2012
Format:Paperback|Amazon Verified Purchase
I bought this book when it first came out and read it in two sittings. My favorite chapters were probably "Reverence" and "Travel" but there are plenty of good ones that will make you think differently about the videogames you've played, the ones you're playing, and the ones you have yet to play.

More importantly, this book will also make you wonder what OTHER things you can do with videogames. To put it another way: Ian Bogost thought up 20 things you can do with videogames. How many can you think of?
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Most Recent Customer Reviews
4.0 out of 5 stars Excellent read
Bogost does a good job of applying little known strategies implemented in game development. A great resource for parents and kids looking to understand the content in games; or... Read more
Published 1 day ago by Chance Lipscomb
5.0 out of 5 stars Inspiring and fun to read
I love the way Bogost easily explains the future uses of gaming. This book is not meant to predict, but to inspire new uses for videogames.
Published 9 days ago by Adelina Vaca
3.0 out of 5 stars Better than NewsGames by the same author
He's smart and makes his subject accessible to someone like me who knows nothing about the topic. Also, theres a twinkle in his eye in the way he writes which makes this but fun... Read more
Published 1 month ago by frank silverstein
5.0 out of 5 stars Interesting
This is a really interesting book. You can find different points of view about videogames. Really great and interesting to read
Published 2 months ago by Consuelo
5.0 out of 5 stars Insights from a Forward-Thinker
Bogost lights up his interesting ideas for games with fascinating examples. As always, I cam away from his books with a different definition of games, and with even more faith and... Read more
Published 14 months ago by Mary Jo Mathew
3.0 out of 5 stars Very Good But Not Long Enough
I liked the book but it left out some important areas. I consider that unfortunate because the author is quite intelligent, well-read, knowledgeable, insightful and able to get... Read more
Published 17 months ago by T. Stilwell
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