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The State of Play: Creators and Critics on Video Game Culture
PDF Ebook The State of Play: Creators and Critics on Video Game Culture
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Review
"Editors Daniel Goldberg and Linus Larsson are interested in the way in which writing about the video game medium has grown from product criticism to social and political commentary. This broadening of scope is due not only to maturation, they argue. It is also the result of the democratization of game-making, which has allowed independent creators to release games on personal and seemingly noncommercial topics, in that way stimulating critical conversation." --The New York Times Book Review“A groundbreaking anthology that all video game players should read and ponder.”—Library Journal, starred review"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 we're 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"Highlights include incredible texts by anna anthropy and merritt kopas who discuss making games to explore intimacy, sexuality, play, relationships, and destabilizing the idea of universal narrative through presenting perspectives of women and queer-identified gamemakers. Another standout is Hussein Ibrahim's 'What It's Like to Always Play the Bad Guy: On the Portrayal of Arabs in Online Shooters'—a critical essay on the problematic one-dimensionality of the Other in shooting games. This should be a mainstay in media theory classrooms. Overall, this book presents 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“Through a combination of deeply personal narratives and academic analyses State of Play effectively illuminates the social and cultural relevance of gaming. We see games as cultural representations reflecting societal tensions and priorities, social systems with insiders/outsiders and ethical dilemmas where conflicts can be worked out or not, opportunities for exploration and tools for presentation of counter narratives. The authors do not simply discuss what games are technically, but what they are, can and should be culturally.”—Ellen Middaugh, San José State University, author of The Civic Potential of Video Games"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 gives 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, Associate Professor at the Center for Computer Game Research at IT University Copenhagen"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 that's fun for everybody." --McKenzie Wark, author of Gamer Theory"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 book's 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 Witchcraft "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
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About the Author
LINUS LARSSON and DANIEL GOLDBERG are two of Sweden's most important writers on new technology and the Internet. They have been published in Wired, The Guardian, The Washington Post, and American Computer World, and quoted by BBC News, The New York Times, and The Sydney Morning Herald. Their first book, Swedish Hackers, was published in 2011 in Sweden. In 2013, Minecraft followed with Seven Stories Press as their bestselling English-language debut.
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Product details
Hardcover: 256 pages
Publisher: Seven Stories Press (October 20, 2015)
Language: English
ISBN-10: 1609806395
ISBN-13: 978-1609806392
Product Dimensions:
5.5 x 0.9 x 7.3 inches
Shipping Weight: 1.6 pounds (View shipping rates and policies)
Average Customer Review:
2.6 out of 5 stars
50 customer reviews
Amazon Best Sellers Rank:
#908,590 in Books (See Top 100 in Books)
Compared to the likes of literature or film, video games are a relatively young medium, but they have nonetheless come in for a good deal of academic scrutiny. "The State of Play" is a collection of essays on the subject, edited by Daniel Goldberg and Linus Larsson, and is an ideal read for people with an interest in academic concerns about gaming but without a deep theoretical background.The essays are by a number of established commentators and creators, including the likes of Anita Sarkeesian and Zoe Quinn. The subjects are varied, but many deal with ways in which games interact (or fail to interact, or could interact) with issues of race, gender, and sexuality. For example, Hussein Ibrahim, who is of Arabic descent, discusses the widespread use of quasi-Arab enemies in games, while Merritt Kopas considers how sex and relationships might be handled in a manner that doesn’t emphasize “winning,†and Sarkeesian and Katherine Cross examine the forms misogyny can take in the gaming community.A few of the essays slip into jargon or heavy-handedness, but only a few; for the most part these are remarkably accessible explorations of complex topics. That means all gamers can read and benefit from them. As the title suggests, the essays as a whole paint something of a picture of where we are, with a few hints of where we could go from here. It’s not exhaustive, but it is telling, and for gamers who are curious about the bigger issues games can and do point to, it’s a good place to start.~
I was hoping for new insights and opinions, unfortunately the majority of the book is blog posts and articles I've already read online. While I enjoyed many of those articles, I feel slightly cheated that I just purchased a book containing things I've already read and that I still can read for free elsewhere. I want to support the authors and I agree with most of what they say, but once again I bought much of what I had already read for free.
A nice introduction to a lot of games criticism conversations. Not earth shattering, but you should read the author's other stuff to dig deeper into the topics introduced here.
Interesting collection of essays on gaming. There are many different voices represented, so some essays are stronger than others, but overall an interesting read. A bit on the academic side for casual game fans, but a good choice for those who are more invested in the field.
Filled with astute, thoughtful writing on video game culture. I found it hard to put down. I'd recommend the print edition--what a beautiful little book.
A thoughtful and excellent collection of essays, by people making and playing games, and pushing the boundaries of how we think about the worlds and interactions portrayed.
I bought this book because I saw Ian Bogost name on the cover. If you are anything like me, who happens to be a fan of Ian Bogost and his work, you seriously do not need to look any further then the first result that pops up on google when you search 'the squalid grace of flappy bird'. Yep, Daniel Goldberg licensed that article from the Atlantic which Bogost wrote in 2014. So why is this little factoid appropriate to mention in my review of this book, which happens to also be an anthology of articles? It is because this book is an anthology like one of those books produced by print-to-publish outfits that gives you nothing but pages of wikipedia articles is an anthology. This book is really just a compendium of terribly sourced article.Beyond pressing cmd+p for us, the other fatal flaw it suffers dearly from is that its editors seem resigned to just doing this. Unlike what should be expected of anthologies from editors who understand their job, Goldberg and Larsson seem allergic, or maybe just morally opposed, in doing anything to add, preface, contextualize, introduce or frame the texts they so thoughtlessly included within its collection. It is almost as if the discussion surrounding the texts is less important than having a printed copy.So, inclusion, if you are a reader of game studies or Ian Bogost, if you can press cmd+p yourself, I seriously recommend you do not waste your money nor time on 'The State of Play'.
Great collection of essays.
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