LEADER 02456nam 2200589Ia 450 001 9910784394403321 005 20230207225510.0 010 $a0-8166-9863-5 035 $a(CKB)1000000000346653 035 $a(EBL)310745 035 $a(OCoLC)247443900 035 $a(SSID)ssj0000160679 035 $a(PQKBManifestationID)11149155 035 $a(PQKBTitleCode)TC0000160679 035 $a(PQKBWorkID)10190354 035 $a(PQKB)11037369 035 $a(MiAaPQ)EBC310745 035 $a(MdBmJHUP)muse33423 035 $a(Au-PeEL)EBL310745 035 $a(CaPaEBR)ebr10151343 035 $a(CaONFJC)MIL522381 035 $a(EXLCZ)991000000000346653 100 $a20060308d2006 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGaming$b[electronic resource] $eessays on algorithmic culture /$fAlexander R. Galloway 210 $aMinneapolis, Minn. ;$aLondon $cUniversity of Minnesota Press$d2006 215 $a1 online resource (160 p.) 225 1 $aElectronic mediations ;$vv. 18 300 $aDescription based upon print version of record. 311 $a0-8166-4851-4 311 $a0-8166-4850-6 320 $aIncludes bibliographical references and index. 327 $aGamic action, four moments -- Origins of the first-person shooter -- Social realism -- Allegories of control -- Countergaming. 330 $aVideo games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed 410 0$aElectronic mediations ;$vv. 18. 606 $aVideo games$xPhilosophy 606 $aVideo games$xSocial aspects 615 0$aVideo games$xPhilosophy. 615 0$aVideo games$xSocial aspects. 676 $a794.8 700 $aGalloway$b Alexander R.$f1974-$0899350 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910784394403321 996 $aGaming$93712562 997 $aUNINA