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Gaming Matters
by
Judd Ethan Ruggill
, Ken S. McAllister
in
Cultural Studies
/ GAMES
/ Social aspects
/ Study and teaching
/ Video & Electronic
/ Video games
/ Video games -- Social aspects
/ Video games -- Study and teaching
2011
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Do you wish to request the book?
Gaming Matters
by
Judd Ethan Ruggill
, Ken S. McAllister
in
Cultural Studies
/ GAMES
/ Social aspects
/ Study and teaching
/ Video & Electronic
/ Video games
/ Video games -- Social aspects
/ Video games -- Study and teaching
2011
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eBook
Gaming Matters
2011
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Overview
Normal0falsefalsefalseMicrosoftInternetExplorer4 In his
2004 book
Game Work , Ken S. McAllister proposed a rigorous
critical methodology for the discussion of the “video game
complex”—the games themselves, their players, the
industry that produces them, and those who review and market
them. Games, McAllister demonstrated, are viewed and discussed
very differently by different factions: as an economic force, as
narrative texts, as a facet of popular culture, as a
psychological playground, as an ethical and moral force, even as
a tool for military training. In
Gaming Matters , McAllister and coauthor Judd Ruggill
turn from the broader discussion of video game rhetoric to study
the video game itself as a medium and the specific features that
give rise to games as similar and yet diverse as Pong, Tomb
Raider, and Halo. In short, what defines the computer game itself
as a medium distinct from all others? Each chapter takes up a
different fundamental characteristic of the medium. Games are:
• Idiosyncratic, and thus difficult to apprehend using the
traditional tools of media study • Irreconcilable, or
complex to such a degree that developers, players, and scholars
have contradictory ways of describing them • Boring, and
therefore obligated to constantly make demands on players’
attention • Anachronistic, or built on age-old tropes and
forms of play while ironically bound to the most advanced
technologies • Duplicitous, or dependent on truth-telling
rhetoric even when they are about fictions, fantasies, or lies
• Work, or are often better understood as labor rather than
play • Alchemical, despite seeming all-too mechanical or
predictable Video games are now inarguably a major site of
worldwide cultural production.
Gaming Matters will neither flatter game enthusiasts nor
embolden game detractors in their assessments. But it will
provide a vocabulary through which games can be discussed in
academic settings and will create an important foundation for
future academic discourse.
Publisher
University of Alabama Press,The University of Alabama Press
Subject
ISBN
0817317376, 9780817317379
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