Description
Book SynopsisA fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
Trade 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
Table of ContentsContents
Introduction: Media Microecology
1. Art
2. Empathy
3. Reverence
4. Music
5. Pranks
6. Transit
7. Branding
8. Electioneering
9. Promotion
10. Snapshots
11. Texture
12. Kitsch
13. Relaxation
14. Throwaways
15. Titillation
16. Exercise
17. Work
18. Habituation
19. Disinterest
20. Drill
Conclusion: The End of Gamers
Notes
Gameography