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

Van Pelt Library GV1469.34.S52 B65 2017
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Van Pelt - New Book Display GV1469.34.S52 B65 2017
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Format:
Book
Author/Creator:
Boluk, Stephanie, 1979- author.
LeMieux, Patrick, 1984- author.
Series:
Electronic mediations ; v. 53.
Electronic mediations ; 53
Language:
English
Subjects (All):
Video games--Social aspects.
Video games.
Video games industry--Social aspects.
Video games industry.
Video games--Design.
Social aspects.
Physical Description:
379 pages : illustrations ; 22 cm.
Place of Publication:
Minneapolis : University of Minnesota Press, 2017.
Summary:
"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.
Contents:
Introduction : Metagaming: Videogames and the Practice of Play
About, Within, Around, Without : A Survey of Six Metagames
Stretched Skulls : Anamorphic Games and the Memento Mortem Mortis
Blind Spots : The Phantom Pain, The Helen Keller Simulator, and Disability in Games
Hundred Thousand Billion Fingers : Serial Histories of Super Mario Bros.
The Turn of the Tide : International E-Sports, Moneyball, and the Undercurrency in Dota 2
Breaking the Metagame : Feminist Spoilsports and Magic Circle Jerks.
Notes:
Includes bibliographical references (pages 343-359), gameography (page 361-372) and index.
Other Format:
Online version: Boluk, Stephanie, 1979- author. Metagaming.
ISBN:
9780816687152
0816687153
9780816687169
0816687161
OCLC:
962232419

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