Download PDF How to Talk about Videogames (Electronic Mediations)

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How to Talk about Videogames (Electronic Mediations)

How to Talk about Videogames (Electronic Mediations)


How to Talk about Videogames (Electronic Mediations)


Download PDF How to Talk about Videogames (Electronic Mediations)

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How to Talk about Videogames (Electronic Mediations)

Review

"This is Ian Bogost at his best. Keen intelligence, acid wit, and a restless desire to look beyond the surface and tease out games’ less obvious, more important meanings."—Frank Lantz, director, NYU Game Center"No one else is as wide-ranging, funny, or inspiringly immune to cant or groupthink as Ian Bogost. How to Talk about Videogames is his most accessible and entertaining book yet."—Tom Bissell, author of Extra Lives and Apostle*"Ian Bogost can take apart a game’s design and tell you exactly what makes it work and what it means to us personally and to our game-playing society. How to Talk about Videogames has deep insights into a range of current topics we are dealing with or experiencing today. There’s a lot here to learn."—John Romero, veteran game creator"If you want an engaging, enjoyable tour of the video game commentary in 2015 conducted by a smart and entertaining writer, you’d be hard-pressed to do much better than How to Talk about Videogames by Ian Bogost. "—Boston Globe"Whether Bogost is examining old favorites like Ms. Pac-Man or scrutinizing a flash-in-the-pan app like Flappy Bird, his outlook is thoughtful, inquisitive, and amused."—Game On"Bogost embraces the preposterousness and paradox of games as both consumer products and art, and in running with that tension he offers a compelling method of understanding and writing about them."—Gamechurch.com"[How to Talk about Videogames] has already proven indispensable to those of us interested in how video games have become such a vital artistic medium."—Electronic Literature"Ian Bogost’s How to Talk About Videogames isn’t just a book about games—it’s a book about criticism, and where it fits in our wider culture. Bogost is the rare academic writer whose work is as clear and exciting as the best of the mainstream, and whose critical exercises backfire by becoming enormous commercial/popular successes."—Boing Boing

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About the Author

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and professor of interactive computing at the Georgia Institute of Technology. He is the author of many books, including How to Do Things with Videogames and Alien Phenomenology: Or, What It's Like to Be a Thing (both Minnesota), as well as Unit Operations: An Approach to Videogame Criticism and Persuasive Games: The Expressive Power of Videogames. He is the award-winning game designer of A Slow Year, Cow Clicker, and more.

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Product details

Series: Electronic Mediations (Book 47)

Paperback: 208 pages

Publisher: Univ Of Minnesota Press; F First Edition Used edition (November 15, 2015)

Language: English

ISBN-10: 0816699127

ISBN-13: 978-0816699124

Product Dimensions:

5.5 x 1 x 8.5 inches

Shipping Weight: 12.6 ounces (View shipping rates and policies)

Average Customer Review:

4.2 out of 5 stars

8 customer reviews

Amazon Best Sellers Rank:

#84,194 in Books (See Top 100 in Books)

Generally always tackling an interesting topic, Ian Bogost's problem it's the academic way in which he approaches subjects, pushing theories that don't feel like they play out in the messy realities where art meets interactivity and skill/reaction based challenge.Sometimes his writing style is a little too provocateur, a little too imperialistic, though that is often employed in delivering an interesting idea or thought.If I could I would have given How to Talk About Videogames 3.5 stars.

This is actually a collection of a lot of things Bogost has written online, but it works very nicely. It's a beautiful little paperback and the content itself (if you're not aware of Bogost's writing) is excellent. There are a growing number of people writing about video games in a critical and intelligent way but Bogost is in a league of his own. Comfortably the best writer on video games around.

There are a lot of ways to do games criticism right and a lot of ways to do it wrong. While there are things that I disagree with Bogost on, his insight on how to talk about video games is clear and helpful for anyone wanting to get into the craft.

Less a tutorial on ways to approach and discuss video games than a collection of writings by Bogost. This is not to say that’s a bad thing! Bogost has a rich perspective on games in a field of analysis he more or less founded, but understand this is more a collection of philosophical writings than a how-to of critical analysis, as the title suggests

Wonderfully written. Easy, amusing read.

good read,very thought provoking

Do you ever ponder how Rothko paintings and Doom have both constrained their creators tocertain types of expected forms? What about contrasting William Carlos Williams’ imagist verse to Monument Valley? If so ‘How to Talk about Videogames’ (2015) by Ian Bogost is the book for you. It’s full of well written, serious criticism of games in the spirit of Art, Music and Literature criticism. Bogost has a PhD from in Comparative Literature and is a Professor at Georgia Tech. He also designs games. The book is a collection of related essays.The book has a clever introduction that looks at the purpose of criticism itself which is really good. Bogost says that reviews and criticism are different and deliniates them carefully. Then the book goes on to discuss Mario Kart, Ms Pac Man, Home Alone, Flappy Bird, Bully, Puzzle Games, Sports Games, gaining mastery in games and various Independent Artistic games that aim to be videogames as art. Bogost also ponders if games will be perpetually an adolescent art form.As far as this sort of thing goes this book is about as it gets. It’s also worth noting how games, compared to comics and other art forms are getting criticism like this fairly early in their existence. Games are particularly hard to write about because the act of playing is so critical to the game just as criticism of sports in an artistic sort of way is very hard. The book looks at the plot of games and considers how novel the revelation but this sort of criticism doesn’t work as well in things where the narrative isn’t that important.If you’re interested in games and read The Atlantic or the New Yorker or the arts section of The Economist or something similar then this book will provide some thoughtful and entertaining times.

I came to this book on the strength and delight of Bogost’s book Alien Phenomenology, a long-time favorite. This book, How to Talk about Video Games, is a strange choice for me because I am a most occasional of occasional gamers. But I am a computer modeler, and my interest in digital objects is based on trying to understand how such things represent real objects and their relationships through relational mappings of real objects to digital ones and back again. There is something similar to gaming in these endeavors. This book is not about that per se, but I found his insights into what makes a good game, how we play them, how games succeed or fail, how marketing works in the Darwinian processes that drive games into the forefront. It explores the history of gaming and its evolution. The book points to the possibility that digital games are worthy of critique in the same way that literature and art are, with their own set of purposes and conditions of satisfaction. All in all a fantastic book (even if one is not a gamer) that explores the place of games in our culture. I’d say that if you are interested in games enough to have enjoyed Cline’s Ready Player One, you’ll find this book fascinating.

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