Description

Book Synopsis
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies.

James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive ''shadow'' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged.

 Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.



Trade Review

"A solid resource for students of cultural and media studies." -CHOICE



Table of Contents

Chapter 1. Everybody hates videogames PART 1: VIDEOGAMES AS REPRESENTATIONAL SYSTEMS Chapter 2. Talking about videogames Chapter 3. Videogames and/as stories Chapter 4. Things to make and do: fanart, music and cosplay PART 2: VIDEOGAMES AS CONFIGURATIVE PERFORMANCES Chapter 5. Game Guides, walkthroughs and FAQs Chapter 6. Superplay, Sequence Breaking And Speedrunning PART 3: VIDEOGAMES AS TECHNOLOGY Chapter 7. Codemining, Modding and Gamemaking Notes References

Playing with Videogames

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    £128.25

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    RRP £135.00 – you save £6.75 (5%)

    Order before 4pm tomorrow for delivery by Fri 3 Jul 2026.

    A Hardback by James Newman

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      Publisher: Taylor & Francis Ltd
      Publication Date: 26/06/2008
      ISBN13: 9780415385220, 978-0415385220
      ISBN10: 0415385229
      Also in:
      Cultural studies

      Description

      Book Synopsis
      Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies.

      James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive ''shadow'' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged.

       Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.



      Trade Review

      "A solid resource for students of cultural and media studies." -CHOICE



      Table of Contents

      Chapter 1. Everybody hates videogames PART 1: VIDEOGAMES AS REPRESENTATIONAL SYSTEMS Chapter 2. Talking about videogames Chapter 3. Videogames and/as stories Chapter 4. Things to make and do: fanart, music and cosplay PART 2: VIDEOGAMES AS CONFIGURATIVE PERFORMANCES Chapter 5. Game Guides, walkthroughs and FAQs Chapter 6. Superplay, Sequence Breaking And Speedrunning PART 3: VIDEOGAMES AS TECHNOLOGY Chapter 7. Codemining, Modding and Gamemaking Notes References

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