• Complain

Daniel Goldberg - The State of Play: Creators and Critics on Video Game Culture

Here you can read online Daniel Goldberg - The State of Play: Creators and Critics on Video Game Culture full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2015, publisher: Seven Stories Press, genre: Art. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Daniel Goldberg The State of Play: Creators and Critics on Video Game Culture
  • Book:
    The State of Play: Creators and Critics on Video Game Culture
  • Author:
  • Publisher:
    Seven Stories Press
  • Genre:
  • Year:
    2015
  • Rating:
    5 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 100
    • 1
    • 2
    • 3
    • 4
    • 5

The State of Play: Creators and Critics on Video Game Culture: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "The State of Play: Creators and Critics on Video Game Culture" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER
The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.
The sixteen contributors are entrenchedthey are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus Notch Persson and the Game that Changed Everything.
The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where were going next. In every way, this is the state of play. Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun

Daniel Goldberg: author's other books


Who wrote The State of Play: Creators and Critics on Video Game Culture? Find out the surname, the name of the author of the book and a list of all author's works by series.

The State of Play: Creators and Critics on Video Game Culture — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "The State of Play: Creators and Critics on Video Game Culture" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Praise for The State of Play If you want to explain to anyone why video games - photo 1

Praise for The State of Play

If you want to explain to anyone why video games are worth caring about, this is a single-volume primer on where we are, how we got here, and where were going next. In every way, this is the state of play.

Kieron Gillen, author of The Wicked + The Divine , co-founder of Rock, Paper, Shotgun

Video games are now on the front lines of the culture wars. The State of Play gathers essential voices who are trying to make a more just, more true, more playful gamespace, one thats fun for everybody.

McKenzie Wark, author of Gamer Theory

The State of Play is an excellent primer [and] a much-needed alternative look at the state and stakes of video game culture, today and tomorrow.

Angela Washko, artist and founder of The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft

We are past the era when it was surprising to learn that video games are more than just pleasurable power fantasies. Video games are emotional explorations of race, gender, sex and love. Video games give us intense experiences of being others, or finding ourselves, alone with the computer or surrounded by crowds, in physical or virtual spaces. The State of Play is a key collection of writings to understand why playing video games matters more than ever.

Miguel Angel Sicart, author of Play Matters and The Ethics of Computer Games

Like a game that opens your heart, I found more than I came for in The State of Play.... Not what I expected, but much more. The thoughtful, articulate essays recursively confirm the importance of gaming to society, the books key theme. Beautifully written in workmanlike, accessible prose, and highly recommended.

Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft

This highly recommended edition is not just about the state of play, it is about so much more: the state of everything digitalby way of video games, in spite of them, transcending them. Yes, indeed: games are f****** political.

Dr. Steffen P. Walz, co-editor of The Gameful World

This diverse collection demonstrates the deep power of anchoring our design theories in the lived experiences of players and creators. It offers a kaleidoscopic view of the possibility space of games, providing exciting new perspectives on play and the construction of play spaces.

Brian Upton, author of The Aesthetic of Play

Through a combination of deeply personal narratives and academic analyses The State of Play effectively illuminates the social and cultural relevance of gaming.... The authors do not simply discuss what games are technically, but what they are, can, and should be culturally.

Ellen Middaugh, co-editor of #youthaction: Becoming Political in the Digital Age

Creators and Critics on Video Game Culture Ian Bogost Leigh Alexander Zoe - photo 2

Creators and Critics on Video Game Culture

Ian Bogost Leigh Alexander Zoe Quinn A nita Sarkeesian Katherine Cross Ian - photo 3

Ian Bogost Leigh Alexander Zoe Quinn A nita Sarkeesian & Katherine Cross Ian Shanahan anna anthropy Evan Narcisse Hussein Ibrahim Cara Ellison & Brendan Keogh Dan Golding David Johnston William Knoblauch merritt kopas Ola Wilkander

Edited by

Daniel Goldberg & Linus Larsson

Seven Stories Press

New York Oakland

Copyright 2015 by Daniel Goldberg and Linus Larsson

A Seven Stories Press First Edition

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, including mechanical, electronic, photocopying, recording, or otherwise, without the prior written permission of the publisher.

Seven Stories Press

140 Watts Street

New York, NY 10013

www.sevenstories.com

College professors may order examination copies of Seven Stories Press titles for free. To order, visit http://www.sevenstories.com/textbook or send a fax on school letterhead to (212) 226-1411.

Book design by Elizabeth DeLong and Jon Gilbert

Library of Congress Cataloging-in-Publication Data

The state of play : sixteen voices on video games / edited by Daniel Goldberg and Linus Larsson. -- First edition.

pages cm

ISBN 978-1-60980-639-2 (hardcover)

1. Video games--Social aspects. I. Goldberg, Dan (Daniel) II. Larsson, Linus.

GV1469.34.S52S73 2015

794.8--dc23

2015004641

Printed in the United States

9 8 7 6 5 4 3 2 1

Contents

Introduction

Daniel Goldberg & Linus Larsson

Leigh Alexander

Ian Shanahan

anna anthropy

Evan Narcisse

Hussein Ibrahim

Zoe Quinn

Anita Sarkeesian & Katherine Cross

Dan Golding

Cara Ellison & Brendan Keogh

Ian Bogost

David Johnston

William Knoblauch

merritt kopas

Ola Wikander

Introduction

Post-Escapism: A New Discourse on Video Game Culture

Daniel Goldberg & Linus Larsson

Ask anyone you meet on the street and chances are they will have spent more time in the past week or month playing video games than reading books or magazines. A few short decades ago, video games were considered a niche hobby for nerds and computer geeks. Today, they are an inseparable part of global popular culture. Video games are everywhere, played by people of all ages, faiths, and nationalities. Game design is taught in schools next to architecture, photography, and fashion. Big-budget video games often surpass Hollywood blockbusters in terms of both production budgets and profitability.

And yet, video game culture has been reluctant to step out of the boys room. There are of course historical exceptions (for example, see William Knoblauch on the subtle anti-war subtexts of many Cold War-era video games, page 183), but unlike, say, music or literature, games have no strong tradition of engaging with social issues, politics, or the culture that surrounds them. Game designers have historically eschewed reality and the present day for the fantastical and imaginary, with light-hearted science fiction, fantasy, and fairy-tale settings as staples of the form. Many argue that escapism is precisely the point.

There are historical reasons for this. More than any other form of creative expression, video games are highly dependent on, and to a certain extent an offshoot of, advances in computing and digital technology. This means games have traditionally been engaged with and discussed as products of technology rather than products of culture, which is why most game criticism still tends to read a lot like a review of a mobile phone or a car. The specialist gaming press has a long tradition of consumer-oriented criticism, using simple, quantifiable parameters to measure the technical proficiency and craftsmanship of the game designer, the fun level of a game, and the value for the money that a game provides. How smooth are the animations? How sophisticated are the graphics? How well-balanced are the rules?

Video game production has historically been prohibitively expensive and time-consuming, giving big-name publishers a virtual monopoly on production, sales, and marketing. As a result, the cultural identity of the gamer was from an early stage largely appropriated and shaped by the dominant corporate interests of the industry. This created a consumption-centric culture with its own norms and value systems, clustered around a small number of brands and big-budget franchises while showing little concern for identities other than the prime demographic of the young, white, Western male.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «The State of Play: Creators and Critics on Video Game Culture»

Look at similar books to The State of Play: Creators and Critics on Video Game Culture. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «The State of Play: Creators and Critics on Video Game Culture»

Discussion, reviews of the book The State of Play: Creators and Critics on Video Game Culture and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.