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How to Do Things with Videogames (Electronic Mediations) Paperback – August 5, 2011
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Ian Bogost
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Print length192 pages
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LanguageEnglish
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PublisherUniv Of Minnesota Press
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Publication dateAugust 5, 2011
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Dimensions5.5 x 0.8 x 8.5 inches
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ISBN-10081667647X
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ISBN-13978-0816676477
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Editorial Reviews
Review
"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.
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Product details
- Publisher : Univ Of Minnesota Press; 1st edition (August 5, 2011)
- Language : English
- Paperback : 192 pages
- ISBN-10 : 081667647X
- ISBN-13 : 978-0816676477
- Item Weight : 9.1 ounces
- Dimensions : 5.5 x 0.8 x 8.5 inches
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Best Sellers Rank:
#558,345 in Books (See Top 100 in Books)
- #1,385 in Fantasy Gaming
- #1,689 in Video & Computer Games
- #2,000 in Computer & Video Game Strategy Guides
- Customer Reviews:
Customer reviews
Top reviews from the United States
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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.
If you are still skeptical regarding the subject "video games" as something more than "just another tech junk my nephew plays", you should definitely read this book.
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?
Top reviews from other countries
I was expecting a How-To-Do book with ideas on how to utilize video games in different situations. Naturally my reactions on the first chapters were a bit tainted by disappointment. Instead this is a more or less academical reflection on the pop-cultural context of video games.
That being said though, the book is a great read if you want to understand how deeply games are already part of our culture.







