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How to do things with videogames / Ian Bogost.

By: Material type: TextTextLanguage: Spanish Series: Electronic mediations ; 38Publication details: Minneapolis : University of Minnesota Press, 2011.Description: 180 p. ; 23 cmISBN:
  • 0816676461 (hc : alk. paper)
  • 9780816676460 (hc : alk. paper)
  • 081667647X (pb : alk. paper)
  • 9780816676477 (pb : alk. paper)
Subject(s): DDC classification:
  • 793.93 23
LOC classification:
  • GV 1469.34 B675h 2011
Contents:
Introduction: media microecology -- Art -- Empathy -- Reverence -- Music -- Pranks -- Transit -- Branding -- Electioneering -- Promotion -- Snapshots -- Texture -- Kitsch -- Relaxation -- Throwaways -- Titillation -- Exercise -- Work -- Habituation -- Disinterest -- Drill -- Conclusion: the end of gamers.
Summary: 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 mediums ability to create complex simulated realities.
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Holdings
Item type Current library Home library Collection Shelving location Call number Copy number Status Date due Barcode
Libro Libro Biblioteca Juan Bosch Biblioteca Juan Bosch Humanidades Automatización y Procesos Técnicos (1er. Piso) GV 1469.34 B675h 2011 (Browse shelf(Opens below)) 1 Available 00000132516

Includes bibliographical references.

Introduction: media microecology -- Art -- Empathy -- Reverence -- Music -- Pranks -- Transit -- Branding -- Electioneering -- Promotion -- Snapshots -- Texture -- Kitsch -- Relaxation -- Throwaways -- Titillation -- Exercise -- Work -- Habituation -- Disinterest -- Drill -- Conclusion: the end of gamers.


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 mediums ability to create complex simulated realities.

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