LITERACY GRANT UPDATE: WADDESDON COMMUNITY LIBRARY PROJECT
by Amy Hayes, Librarian, Waddesdon C of E School Since hearing about […]
Hello, I'm an eBook!
ATTENTION: This item is an eBook. It can be read on iOS, Android, MAC and PC's with a supported eReader. It is not a physical book. eBooks are available via download immediately after you've checked out.
May ship separately
Converts one physical book into a digital version.
eDelivery converts your used book order into a digital version readable on most devices.
Ships directly from Better World Books
Ships separately from Better World Books suppliers
Super Book Deals
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
Our gift certificates are quick, easy and sure to suit everyone, perfectly. Order Gift Certificates »
We match every book you purchase with a book donation. Learn more »
Sign up now to get news, sales and special promotions!
© Better World Books (BetterWorldBooks.com)