How to talk about videogames:
Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't wa...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Minneapolis ; London
University of Minnesota Press
[2015]
|
Schriftenreihe: | Electronic mediations
47 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. Nothing that the term game criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of game critics, gnawing on scraps like the zombies that fester in our objects of study."--Back cover |
Beschreibung: | Includes bibliographical references (pages 189-197) |
Beschreibung: | xiii, 197 Seiten 24 cm |
ISBN: | 9780816699124 9780816699117 |
Internformat
MARC
LEADER | 00000nam a2200000 cb4500 | ||
---|---|---|---|
001 | BV043874046 | ||
003 | DE-604 | ||
005 | 20180219 | ||
007 | t | ||
008 | 161111s2015 |||| 00||| eng d | ||
020 | |a 9780816699124 |c pb |9 978-0-8166-9912-4 | ||
020 | |a 9780816699117 |c hc |9 978-0-8166-9911-7 | ||
035 | |a (OCoLC)939549760 | ||
035 | |a (DE-599)BVBBV043874046 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-255 |a DE-19 | ||
082 | 0 | |a 794.8 | |
084 | |a AP 15963 |0 (DE-625)6963: |2 rvk | ||
084 | |a 3 |2 KUBA2 | ||
100 | 1 | |a Bogost, Ian |e Verfasser |0 (DE-588)1076684440 |4 aut | |
245 | 1 | 0 | |a How to talk about videogames |c Ian Bogost |
246 | 1 | 0 | |a video games |
264 | 1 | |a Minneapolis ; London |b University of Minnesota Press |c [2015] | |
300 | |a xiii, 197 Seiten |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 1 | |a Electronic mediations |v 47 | |
500 | |a Includes bibliographical references (pages 189-197) | ||
520 | 3 | |a Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. Nothing that the term game criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of game critics, gnawing on scraps like the zombies that fester in our objects of study."--Back cover | |
650 | 4 | |a Gesellschaft | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Spieltheorie |0 (DE-588)4056243-8 |2 gnd |9 rswk-swf |
653 | 0 | |a Video games / Social aspects | |
689 | 0 | 0 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | |5 DE-604 | |
689 | 1 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 1 | |5 DE-576 | |
689 | 2 | 0 | |a Spieltheorie |0 (DE-588)4056243-8 |D s |
689 | 2 | |5 DE-604 | |
830 | 0 | |a Electronic mediations |v 47 |w (DE-604)BV013378180 |9 47 | |
856 | 4 | 2 | |m V:DE-604 |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029283844&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-029283844 |
Datensatz im Suchindex
_version_ | 1804176764298067968 |
---|---|
adam_text | INTRODUCTION. NOBODY ASKED FOR A TOASTER CRITIC: DOING VIDEOGAME CRITICISM
1. THE SQUALID GRACE OF FLAPPY BIRD
2. A PORTRAIT OF THE ARTIST AS A GAME STUDIO
3. THE BLUE SHELL IS EVERYTHING THATAS WRONG WITH AMERICA
4. LITTLE BLACK SAMBO, IAM GOING TO EAT YOU UP!
5. CAN A GOBBLER HAVE IT ALL?
6. RACKETEER SPORTS
7. THE HAUTE COUTURE OF VIDEOGAMES
8. CAN THE OTHER COME OUT AND PLAY?
9. A WAY OF LOOKING
10. FREE SPEECH IS NOT A MARKETING PLAN
11. SHAKING THE HOLOCAUST TRAIN
12. THE LONG SHOT
13. PUZZLING THE SUBLIME
14. WORK IS THE BEST PLACE TO GOOF OFF
15. A TRIO OF ARTISANAL REVIEWS
16. WHAT IS A SPORTS VIDEOGAME?
17. THE AGONY OF MASTERY
18. THE ABYSS BETWEEN THE HUMAN AND THE ALPINE
19. WORD GAMES LAST FOREVER
20. PERPETUAL ADOLESCENCE
CONCLUSION. ANYTHING BUT GAMES: NOT DOING GAME CRITICISM
NOTES
|
any_adam_object | 1 |
author | Bogost, Ian |
author_GND | (DE-588)1076684440 |
author_facet | Bogost, Ian |
author_role | aut |
author_sort | Bogost, Ian |
author_variant | i b ib |
building | Verbundindex |
bvnumber | BV043874046 |
classification_rvk | AP 15963 |
ctrlnum | (OCoLC)939549760 (DE-599)BVBBV043874046 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02847nam a2200505 cb4500</leader><controlfield tag="001">BV043874046</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20180219 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">161111s2015 |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780816699124</subfield><subfield code="c">pb</subfield><subfield code="9">978-0-8166-9912-4</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780816699117</subfield><subfield code="c">hc</subfield><subfield code="9">978-0-8166-9911-7</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)939549760</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV043874046</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-255</subfield><subfield code="a">DE-19</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.8</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">AP 15963</subfield><subfield code="0">(DE-625)6963:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">3</subfield><subfield code="2">KUBA2</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Bogost, Ian</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)1076684440</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">How to talk about videogames</subfield><subfield code="c">Ian Bogost</subfield></datafield><datafield tag="246" ind1="1" ind2="0"><subfield code="a">video games</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Minneapolis ; London</subfield><subfield code="b">University of Minnesota Press</subfield><subfield code="c">[2015]</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xiii, 197 Seiten</subfield><subfield code="c">24 cm</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Electronic mediations</subfield><subfield code="v">47</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references (pages 189-197)</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. Nothing that the term game criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of game critics, gnawing on scraps like the zombies that fester in our objects of study."--Back cover</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Gesellschaft</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Spieltheorie</subfield><subfield code="0">(DE-588)4056243-8</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video games / Social aspects</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="689" ind1="1" ind2="0"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2=" "><subfield code="5">DE-576</subfield></datafield><datafield tag="689" ind1="2" ind2="0"><subfield code="a">Spieltheorie</subfield><subfield code="0">(DE-588)4056243-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="2" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Electronic mediations</subfield><subfield code="v">47</subfield><subfield code="w">(DE-604)BV013378180</subfield><subfield code="9">47</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">V:DE-604</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029283844&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-029283844</subfield></datafield></record></collection> |
id | DE-604.BV043874046 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:37:22Z |
institution | BVB |
isbn | 9780816699124 9780816699117 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029283844 |
oclc_num | 939549760 |
open_access_boolean | |
owner | DE-255 DE-19 DE-BY-UBM |
owner_facet | DE-255 DE-19 DE-BY-UBM |
physical | xiii, 197 Seiten 24 cm |
publishDate | 2015 |
publishDateSearch | 2015 |
publishDateSort | 2015 |
publisher | University of Minnesota Press |
record_format | marc |
series | Electronic mediations |
series2 | Electronic mediations |
spelling | Bogost, Ian Verfasser (DE-588)1076684440 aut How to talk about videogames Ian Bogost video games Minneapolis ; London University of Minnesota Press [2015] xiii, 197 Seiten 24 cm txt rdacontent n rdamedia nc rdacarrier Electronic mediations 47 Includes bibliographical references (pages 189-197) Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. Nothing that the term game criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the "rivers and fields" that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: "God save us from a future of game critics, gnawing on scraps like the zombies that fester in our objects of study."--Back cover Gesellschaft Computerspiel (DE-588)4010457-6 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Spieltheorie (DE-588)4056243-8 gnd rswk-swf Video games / Social aspects Videospiel (DE-588)4063465-6 s DE-604 Computerspiel (DE-588)4010457-6 s DE-576 Spieltheorie (DE-588)4056243-8 s Electronic mediations 47 (DE-604)BV013378180 47 V:DE-604 application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029283844&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Bogost, Ian How to talk about videogames Electronic mediations Gesellschaft Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd Spieltheorie (DE-588)4056243-8 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4063465-6 (DE-588)4056243-8 |
title | How to talk about videogames |
title_alt | video games |
title_auth | How to talk about videogames |
title_exact_search | How to talk about videogames |
title_full | How to talk about videogames Ian Bogost |
title_fullStr | How to talk about videogames Ian Bogost |
title_full_unstemmed | How to talk about videogames Ian Bogost |
title_short | How to talk about videogames |
title_sort | how to talk about videogames |
topic | Gesellschaft Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd Spieltheorie (DE-588)4056243-8 gnd |
topic_facet | Gesellschaft Computerspiel Videospiel Spieltheorie |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029283844&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV013378180 |
work_keys_str_mv | AT bogostian howtotalkaboutvideogames AT bogostian videogames |