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The State of Play: Creators and Critics on Video Game Culture Hardcover – Illustrated, October 20, 2015
by
Daniel Goldberg
(Author),
Linus Larsson
(Editor)
|
Price
|
New from | Used from |
-
Print length256 pages
-
LanguageEnglish
-
PublisherSeven Stories Press
-
Publication dateOctober 20, 2015
-
Dimensions5.52 x 0.87 x 7.29 inches
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ISBN-101609806395
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ISBN-13978-1609806392
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Editorial Reviews
Review
"Editors Daniel Goldberg and Linus Larsson are interested in the way in which writing about the video game medium has grown from product criticism to social and political commentary. This broadening of scope is due not only to maturation, they argue. It is also the result of the democratization of game-making, which has allowed independent creators to release games on personal and seemingly noncommercial topics, in that way stimulating critical conversation." —The New York Times Book Review
"A groundbreaking anthology that all video game players should read and ponder." —Library Journal, starred review
"If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + The Divine
"This should be a mainstay in media theory classrooms. Overall, this book presents a much-needed alternative look at the state and stakes of video game culture, today and tomorrow." —Angela Washko, artist and founder of The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft
"Through a combination of deeply personal narratives and academic analyses State of Play effectively illuminates the social and cultural relevance of gaming. We see games as cultural representations reflecting societal tensions and priorities, social systems with insiders/outsiders and ethical dilemmas where conflicts can be worked out or not, opportunities for exploration and tools for presentation of counter narratives. The authors do not simply discuss what games are technically, but what they are, can and should be culturally." —Ellen Middaugh, San José State University, author of The Civic Potential of Video Games
"We are past the era when it was surprising to learn that video games are more than just pleasurable power fantasies. Video games are emotional explorations of race, gender, sex and love. Video games gives us intense experiences of being others, or finding ourselves, alone with the computer or surrounded by crowds, in physical or virtual spaces. The State of Play is a key collection of writings to understand why playing video games matters more than ever." —Miguel Angel Sicart, author of Play Matters and The Ethics of Computer Games, Associate Professor at the Center for Computer Game Research at IT University Copenhagen
"The State of Play gathers essential voices who are trying to make a more just, more true, more playful gamespace, one that's fun for everybody." —McKenzie Wark, author of Gamer Theory
"The thoughtful, articulate essays recursively confirm the importance of gaming to society, the book's key theme. Beautifully written in workmanlike, accessible prose, and highly recommended." —Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of World of Witchcraft
"This diverse collection demonstrates the deep power of anchoring our design theories in the lived experiences of players and creators. It offers a kaleidoscopic view of the possibility space of games, providing exciting new perspectives on play and the construction of play spaces." —Brian Upton, author of The Aesthetic of Play
"A groundbreaking anthology that all video game players should read and ponder." —Library Journal, starred review
"If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + The Divine
"This should be a mainstay in media theory classrooms. Overall, this book presents a much-needed alternative look at the state and stakes of video game culture, today and tomorrow." —Angela Washko, artist and founder of The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft
"Through a combination of deeply personal narratives and academic analyses State of Play effectively illuminates the social and cultural relevance of gaming. We see games as cultural representations reflecting societal tensions and priorities, social systems with insiders/outsiders and ethical dilemmas where conflicts can be worked out or not, opportunities for exploration and tools for presentation of counter narratives. The authors do not simply discuss what games are technically, but what they are, can and should be culturally." —Ellen Middaugh, San José State University, author of The Civic Potential of Video Games
"We are past the era when it was surprising to learn that video games are more than just pleasurable power fantasies. Video games are emotional explorations of race, gender, sex and love. Video games gives us intense experiences of being others, or finding ourselves, alone with the computer or surrounded by crowds, in physical or virtual spaces. The State of Play is a key collection of writings to understand why playing video games matters more than ever." —Miguel Angel Sicart, author of Play Matters and The Ethics of Computer Games, Associate Professor at the Center for Computer Game Research at IT University Copenhagen
"The State of Play gathers essential voices who are trying to make a more just, more true, more playful gamespace, one that's fun for everybody." —McKenzie Wark, author of Gamer Theory
"The thoughtful, articulate essays recursively confirm the importance of gaming to society, the book's key theme. Beautifully written in workmanlike, accessible prose, and highly recommended." —Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of World of Witchcraft
"This diverse collection demonstrates the deep power of anchoring our design theories in the lived experiences of players and creators. It offers a kaleidoscopic view of the possibility space of games, providing exciting new perspectives on play and the construction of play spaces." —Brian Upton, author of The Aesthetic of Play
About the Author
LINUS LARSSON and DANIEL GOLDBERG are two of Sweden's most important writers on new technology and the Internet. They have been published in Wired, The Guardian, The Washington Post, and American Computer World, and quoted by BBC News, The New York Times, and The Sydney Morning Herald. Their first book, Swedish Hackers, was published in 2011 in Sweden. In 2013, Minecraft followed with Seven Stories Press as their bestselling English-language debut.
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Product details
- Publisher : Seven Stories Press; Illustrated edition (October 20, 2015)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 1609806395
- ISBN-13 : 978-1609806392
- Item Weight : 11.1 ounces
- Dimensions : 5.52 x 0.87 x 7.29 inches
-
Best Sellers Rank:
#1,546,227 in Books (See Top 100 in Books)
- #517 in Computer & Video Game Design
- #1,264 in Game Programming
- #5,061 in Video & Computer Games
- Customer Reviews:
Customer reviews
4.3 out of 5 stars
4.3 out of 5
58 global ratings
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Reviewed in the United States on May 20, 2017
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Great
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Reviewed in the United States on October 17, 2017
Compared to the likes of literature or film, video games are a relatively young medium, but they have nonetheless come in for a good deal of academic scrutiny. "The State of Play" is a collection of essays on the subject, edited by Daniel Goldberg and Linus Larsson, and is an ideal read for people with an interest in academic concerns about gaming but without a deep theoretical background.
The essays are by a number of established commentators and creators, including the likes of Anita Sarkeesian and Zoe Quinn. The subjects are varied, but many deal with ways in which games interact (or fail to interact, or could interact) with issues of race, gender, and sexuality. For example, Hussein Ibrahim, who is of Arabic descent, discusses the widespread use of quasi-Arab enemies in games, while Merritt Kopas considers how sex and relationships might be handled in a manner that doesn’t emphasize “winning,” and Sarkeesian and Katherine Cross examine the forms misogyny can take in the gaming community.
A few of the essays slip into jargon or heavy-handedness, but only a few; for the most part these are remarkably accessible explorations of complex topics. That means all gamers can read and benefit from them. As the title suggests, the essays as a whole paint something of a picture of where we are, with a few hints of where we could go from here. It’s not exhaustive, but it is telling, and for gamers who are curious about the bigger issues games can and do point to, it’s a good place to start.
~
The essays are by a number of established commentators and creators, including the likes of Anita Sarkeesian and Zoe Quinn. The subjects are varied, but many deal with ways in which games interact (or fail to interact, or could interact) with issues of race, gender, and sexuality. For example, Hussein Ibrahim, who is of Arabic descent, discusses the widespread use of quasi-Arab enemies in games, while Merritt Kopas considers how sex and relationships might be handled in a manner that doesn’t emphasize “winning,” and Sarkeesian and Katherine Cross examine the forms misogyny can take in the gaming community.
A few of the essays slip into jargon or heavy-handedness, but only a few; for the most part these are remarkably accessible explorations of complex topics. That means all gamers can read and benefit from them. As the title suggests, the essays as a whole paint something of a picture of where we are, with a few hints of where we could go from here. It’s not exhaustive, but it is telling, and for gamers who are curious about the bigger issues games can and do point to, it’s a good place to start.
~
Reviewed in the United States on December 13, 2015
Verified Purchase
I was hoping for new insights and opinions, unfortunately the majority of the book is blog posts and articles I've already read online. While I enjoyed many of those articles, I feel slightly cheated that I just purchased a book containing things I've already read and that I still can read for free elsewhere. I want to support the authors and I agree with most of what they say, but once again I bought much of what I had already read for free.
75 people found this helpful
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Reviewed in the United States on February 11, 2016
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A nice introduction to a lot of games criticism conversations. Not earth shattering, but you should read the author's other stuff to dig deeper into the topics introduced here.
5 people found this helpful
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Reviewed in the United States on January 14, 2016
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A thoughtful and excellent collection of essays, by people making and playing games, and pushing the boundaries of how we think about the worlds and interactions portrayed.
8 people found this helpful
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Reviewed in the United States on December 14, 2015
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Interesting collection of essays on gaming. There are many different voices represented, so some essays are stronger than others, but overall an interesting read. A bit on the academic side for casual game fans, but a good choice for those who are more invested in the field.
18 people found this helpful
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Reviewed in the United States on February 5, 2016
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Filled with astute, thoughtful writing on video game culture. I found it hard to put down. I'd recommend the print edition--what a beautiful little book.
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Reviewed in the United States on December 15, 2015
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A solid collection of essays and a good entry point if you're looking for people to follow and concepts to further research in what games can be (and are becoming).
Ignore the 1-star reviews, GamerGate realized that leaving them for the book "being about ruining games" was too obvious, and started leaving them under the guise of the book "being a ripoff."
Seriously, go through the reviews chronologically, and tell me someone in /gamergate/ didn't go "you can find some of these online, that should be our tactic!"
Ignore the 1-star reviews, GamerGate realized that leaving them for the book "being about ruining games" was too obvious, and started leaving them under the guise of the book "being a ripoff."
Seriously, go through the reviews chronologically, and tell me someone in /gamergate/ didn't go "you can find some of these online, that should be our tactic!"
22 people found this helpful
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Top reviews from other countries
Marsha Murphy
5.0 out of 5 stars
Great read
Reviewed in Canada on January 16, 2016Verified Purchase
Our son like bed this book!
One person found this helpful
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