BWB REMEMBERS THE BOOKS OF OUR CHILDHOOD (3 OF 3)
The third and final part in our Children’s Book Week series on the books that BWB employees remember from their childhood. Don’t forget...
by Ian Bogost , Ian Bogost
Hello, I'm an eBook ATTENTION : This item is an eBook. It is for use with various eBook readers, it is not a physical book. eBooks are available for downloaded immediately after you've gone through the checkout process.
Shipped from other seller
Condition:
May ship separately
Ships separately from Better World Books suppliers
BookHolders MD, USA
nationbooks NJ, USA
BargainBookStores MI, USA
BookHouse COM LLC PA, USA
Vitalbooks PA PA, USA
indoo.com NJ, USA
Qwestbooks PA, USA
Urbookstore1 PA, USA
Alibris NV, USA
AwesomeBooksUK OXON, GBR
Almond Branch Books NY, USA
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the "New York Times" and the "New Yorker," and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In "How to Do Things with Videogames," Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium's ability to create complex simulated realities.
Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.
Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. "How to Do Things with Videogames" offers a fresh starting point to more fully consider games' progress today and promise for the future.
Our best deal on used books 3 for $10 and just $3 each additional book. Shop and Save
We match every book you purchase with a book donation. Learn more »
Gift Certificate = Happy Friend + Books donated to families in need Make Someone Happy »