Description

Book Synopsis

A 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 Contents

Contents

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

How to Do Things with Videogames

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    £14.24

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    RRP £14.99 – you save £0.75 (5%)

    Order before 4pm tomorrow for delivery by Sat 4 Jul 2026.

    A Paperback / softback by Ian Bogost

    3 in stock

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      View other formats and editions of How to Do Things with Videogames by Ian Bogost

      Publisher: University of Minnesota Press
      Publication Date: 05/08/2011
      ISBN13: 9780816676477, 978-0816676477
      ISBN10: 081667647X

      Description

      Book Synopsis

      A 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 Contents

      Contents

      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

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