000 01390nam a22003138i 4500
001 689706
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008 150818s2015 mnu f b 001|0|eng|d
020 _a9780816699124 (pbk.) :
_c£15.00
035 _a(StDuBDS)9780816699124
040 _aStDuBDS
_beng
_cStDuBDS
_erda
_dUkLoUWL
072 7 _aHOB
_2eflch
072 7 _aHOB
_2ukslc
082 0 4 _a306.4'87
_223
100 1 _aBogost, Ian,
_eauthor.
245 1 0 _aHow to talk about videogames /
_cIan Bogost.
264 1 _aMinneapolis :
_bUniversity of Minnesota Press,
_c2015.
300 _a208 pages.
336 _atext
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
490 1 _aElectronic mediations ;
_v47
504 _aIncludes bibliographical references and index.
520 8 _aVideogames! Aren't they the medium of the 21st century? The new cinema? The apotheosis of art and entertainment; the realisation of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Rather, games are part art and part appliance, part tableau and part toaster. Here, leading critic Ian Bogost explores this paradox, as he takes a fond look at the preposterous - and yet essential - pursuit of games criticism.
521 _aSpecialized.
650 0 _aVideo games
_xSocial aspects.
830 0 _aElectronic mediations ;
_v47.
942 _n0
999 _c43736
_d43736