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Powell's Staff: New Literature in Translation: December 2022 and January 2023 (0 comment)
It may be a new year, this may be a list of new books, but our love for literature in translation hasn’t changed at all, and we are so pleased to be enthusiastically recommending these recent releases. On this list, you’ll find a Spanish novel where controversy swirls around a Coca-Cola billboard...
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Gaming: Essays on Algorithmic Culture Volume 18

by Alexander R. Galloway
Gaming: Essays on Algorithmic Culture Volume 18

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ISBN13: 9780816648511
ISBN10: 0816648514
Condition: Standard


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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.

Synopsis

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.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.


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.

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Product Details

ISBN:
9780816648511
Binding:
Trade Paperback
Publication date:
05/01/2006
Publisher:
University of Minnesota Press
Series info:
Electronic Mediations (Paperback)
Language:
English
Pages:
160
Height:
.41IN
Width:
5.54IN
Thickness:
.50
LCCN:
2006003428
Series:
Electronic Mediations
Series Number:
18
Number of Units:
1
Illustration:
Yes
Copyright Year:
2006
Series Volume:
18
Author:
Alexander Galloway
Author:
Alexander R. Galloway
Author:
Alexander R.Galloway
Subject:
Philosophy
Subject:
Mass media
Subject:
Video games -- Social aspects.
Subject:
Computers Reference-Social Aspects
Subject:
Video games
Subject:
Video games - Philosophy

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$11.95
List Price:$17.95
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1Burnside
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