04641oam 22005894a 450 991038955430332120230124194010.01-4529-5415-1(CKB)3710000001111640(MiAaPQ)EBC4745543(OCoLC)967456846(MdBmJHUP)muse56601(EXLCZ)99371000000111164020161222d2017 uy 0engurcnu||||||||rdacontentrdamediardacarrierMetagaming playing, competing, spectating, cheating, trading, making, and breaking videogames /Stephanie Boluk and Patrick LeMieuxMinneapolis, Minnesota ;London, [England] :University of Minnesota Press,2017.©20171 online resource (383 pages) illustrations, photographsElectronic mediations ;530-8166-8716-1 Includes bibliographical references and index.Machine generated contents note: -- Contents -- Introduction. Metagaming: Videogames and the Practice of Play -- 1. About, Within, Around, Without: A Survey of Six Metagames -- Metagame 2: Triforce -- 2. Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis -- Metagame 3: Memento Mortem Mortis -- 3. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Blindrunning -- Metagame 4: It Is Pitch Black -- 4. Hundred Thousand Billion Fingers: A Serial History of Super Mario Bros. -- Metagame 5: 99 Exercises in Style -- 5. The Turn of the Tide: E-Sports, Moneyball, and the Undercurrency in Dota 2 -- Metagame 6: Tide Hunter -- 6. Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks -- Acknowledgments -- Notes -- Bibliography -- Gameography -- Index."The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--Provided by publisher.Electronic mediations ;53.SOCIAL SCIENCE / Popular CulturebisacshCOMPUTERS / Social Aspects / GeneralbisacshGAMES / Video & ElectronicbisacshVideo gamesDesignVideo games industrySocial aspectsVideo gamesSocial aspectsSOCIAL SCIENCE / Popular Culture.COMPUTERS / Social Aspects / General.GAMES / Video & Electronic.Video gamesDesign.Video games industrySocial aspects.Video gamesSocial aspects.794.8GAM013000COM079000SOC022000bisacshBoluk Stephanie1979-1074149LeMieux Patrick1984-MdBmJHUPMdBmJHUPBOOK9910389554303321Metagaming2571535UNINA$90.0010/09/2019Soc