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Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames / / Stephanie Boluk and Patrick LeMieux



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Autore: Boluk Stephanie <1979-> Visualizza persona
Titolo: Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames / / Stephanie Boluk and Patrick LeMieux Visualizza cluster
Pubblicazione: Minneapolis, Minnesota ; ; London, [England] : , : University of Minnesota Press, , 2017
©2017
Descrizione fisica: 1 online resource (383 pages) : illustrations, photographs
Disciplina: 794.8
Soggetto topico: SOCIAL SCIENCE / Popular Culture
COMPUTERS / Social Aspects / General
GAMES / Video & Electronic
Video games - Design
Video games industry - Social aspects
Video games - Social aspects
Classificazione: GAM013000COM079000SOC022000
Persona (resp. second.): LeMieuxPatrick <1984->
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: 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.
Sommario/riassunto: "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"--
Titolo autorizzato: Metagaming  Visualizza cluster
ISBN: 1-4529-5415-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910389554303321
Lo trovi qui: Univ. Federico II
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Serie: Electronic mediations ; ; 53.