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Gaming: Essays on Algorithmic Culture


Gaming: Essays on Algorithmic Culture Cover


Synopses & Reviews

Publisher Comments:

A groundbreaking examination of the rise of video games.

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast, and in some cases, almost unlimited array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the ?algorithmic culture? created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Book News Annotation:

Galloway (culture and communication, New York U.) critically analyzes video games, not by subsuming them to some other field such as literary criticism or anthropology, but as an activity in its own right. He covers four moments of gamic action, origins of the first-person shooter, social realism, allegories of control, and counter-gaming. Annotation ©2006 Book News, Inc., Portland, OR (

About the Author

 Alexander R. Galloway is associate professor of media studies at New York University and lives in New York, NY. He is the author of four books on digital media and critical theory, most recently The Interface Effect.

Product Details

Galloway, Alexander R.
University of Minnesota Press
Mass media
Video games
Social Aspects - General
Video & Electronic - General
Video games -- Social aspects.
Video games - Philosophy
Video & Electronic
Computers Reference-Social Aspects
Edition Number:
Edition Description:
Electronic Mediations
Series Volume:
Publication Date:
May 2006
39 halftones, 2 line art, 3 tables
8 x 5.44 x 0.5 in

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Arts and Entertainment » Architecture » Drafting
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Computers and Internet » Computers Reference » Social Aspects » General
Hobbies, Crafts, and Leisure » Games » Video Games

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Product details 160 pages University of Minnesota Press - English 9780816648511 Reviews:
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