Gaming : essays on algorithmic cultureOther(s) author(s) : University of Minnesota Twin CitiesLanguage : EnglishMinneapolis : University of Minnesota press, copyright 2006143 or. : z.-b. ir. ; 22 cm(Ikus) Testua: bitartekorik gabeSeries : Electronic Mediations (University of Minnesota)ISBN : 978-0-8166-4850-4 ; 0-8166-4850-6 ; 978-0-8166-4851-1 ; 0-8166-4851-4.Video games -- Social aspects | Video games -- Psychological aspects | Abstract | Kritika | Analysis
|Current location||Collection||Call number||Status||Date due||Barcode|
|Tabakalera-Ubik Orokorra / General||Arteleku||551 GAL gam (Browse shelf)||Available||673350|
|Tabakalera-Ubik Orokorra / General||Tabakalera||551 GAL gam (Browse shelf)||Available||637409|
Video games have been a central feature of the cultural landscape for more than twenty years and now rival older media like movies, television, and music in popularity and cultural influence. In Gaming, Alexander R. Galloway cnsiders the video game as distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the "algorithmic culture" created by video games intersects with theories of visuality, realism, allegory, and the avant-garde.
Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new cnception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.