Fr. 50.90

Future Gaming - Creative Interventions in Video Game Culture

English · Hardback

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Description

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A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions . It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Product details

Authors Paolo Ruffino, Paolo (Associate Lecturer Ruffino
Publisher Random House USA
 
Languages English
Age Recommendation from age 18
Product format Hardback
Released 31.03.2018
 
EAN 9781906897550
ISBN 978-1-906897-55-0
No. of pages 160
Dimensions 160 mm x 235 mm x 15 mm
Series Future Gaming
Goldsmiths Press / Future Media Series
Future Gaming
Subjects Guides > Hobby, home > Games, quizzes
Social sciences, law, business > Social sciences (general)

Media Studies, Popular Culture, SOCIAL SCIENCE / Media Studies, GAMES & ACTIVITIES / Video & Mobile, Computer Games Design, COMPUTERS / Social Aspects

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