- Paperback: 208 pages
- Publisher: Seven Stories Press; 60799th edition (March 20, 2012)
- Language: English
- ISBN-10: 1609803728
- ISBN-13: 978-1609803728
- Product Dimensions: 5.2 x 0.5 x 7.9 inches
- Shipping Weight: 4.8 ounces (View shipping rates and policies)
- Average Customer Review: 3.9 out of 5 stars See all reviews (20 customer reviews)
- Amazon Best Sellers Rank: #527,060 in Books (See Top 100 in Books)
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Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form Paperback – March 20, 2012
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"When Anna Anthropy thinks of video games, she sees the potential to transform a genre. Anthropy show[s] us how the medium can be used for a greater good.”
“Rise of the Videogame Zinesters is about education. It is a how-to, indie history lesson, design theory 101, a manifesto, and, surprisingly, as memoir. It serves as an entry into the importance of games and how to make them. But it also is about why making them for ourselves is important.”
“Anna Anthropy's forthcoming book Rise of the Videogame Zinesters is about the personal potential of games—how simple tools allow all kinds of people to tell their own stories interactively. But it's also a clever, thoughtful examination on game design, and why the medium is important and interesting.”
“Anna Anthropy is an independent videogame designer and critic, and a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture.”
—Patrick Alexander, Eegra.com
“These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.”
—Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology
"Free of the constraints the giant studios labour under, one- and two-person teams are using an artisinal approach to make deeply personal and innovative videogames. Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture."
—Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative
“Once upon a time, the game industry was a fervent of creativity, as innovators explored the potential offered by the new technology of home computing; today, it is a lackluster, thud-and-blunder torrent of commercial dross, selling to a diminishing audience of young males. Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life -- and perhaps more importantly, pointing you to tools and ideas that will, should you so choose, allow you to create your own games. If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.”
—Greg Costikyan, Senior Game Designer, Disney Playdom
"Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower
voices of all kinds if it is to evolve."
—Leigh Alexander, game critic
"You would expect outspoken game designer and polemicist Anna Anthropy's first book to be controversial. You might not expect it to be so heartfelt—even inspirational. Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of "zinester" games—independent video games made primarily by one person. For newcomers to video games, it's a great introduction; for established video game designers, it's a wake-up call. If you're teaching a course about video game culture or video game design, this book deserves a spot on your syllabus."
—Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter"
About the Author
Anna Anthropy is a prolific game developer and critic and is the creator of Calamity Annie, Mighty Jill Off, and Lesbian Spider Queens of Mars among many other games, which are available on her website, www.auntiepixelante.com. She lives in Oakland, California, with her pet girlmonster and two lovely cats.
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Top customer reviews
Rise of the Videogame Zinesters begins with Anthropy's opinions on why true authorship is nearly non-existant in commercial videogames. Her argument is succinct, difficult to contradict, and reads like a treat to any gamer who has grown weary of brown shooters, annual sequels, and bars filling up at the end of every multiplayer match in everything.
Anthropy then makes the case for why empowering individuals to make games, the way everyone is empowered to write a story or post a YouTube video, could save the art form from the videogame industry's play-it-safe redundancy.
Well, really, the power is already out there, which is the final thing that Anthropy helps her reader to understand, by pointing out resources and examples of how the tools have already been used to make some very special games.
Anthropy's book is fun, surprising, and timely; and important read for anyone who cares about videogames.
It's a VERY interesting read for anyone, not just game developers!
sorry, but where will these codeless tools come from? oh ya the programmers.
also the author doesn't doesn't understand that videogames are a double edged sword, of art and a product.
she says that if a game is made by one author, then creative control is retained as opposed to a triple a dev where there's 100 people working on it, so there's no way the original creative idea can be shown. okay if that's the case, how are films made, teams of the same size or more, while keeping in a constant theme.
the author s*** talks triple a devs when the closest she's gotten to was a school for a few months