How to Talk about Videogames

How to Talk about Videogames by Ian Bogost, published by University of Minnesota Press in 2015, offers a critical examination of the complexities surrounding videogames as a medium. This first edition, comprising 197 pages, delves into the paradox of videogames, exploring their dual nature as both art and functional appliances. Bogost engages with a variety of popular games, including Flappy Bird, Mario Kart, and Candy Crush Saga, to illustrate how games operate differently from traditional forms of media like film and literature.
In this insightful work, Bogost argues that understanding games requires a nuanced approach that acknowledges their unique characteristics. He discusses the implications of games criticism and its potential to isolate game writing from broader cultural contexts. By analyzing how games function and the experiences they create, the book invites readers to reconsider the role of videogames in contemporary society. This edition is presented in English and is designed for those interested in the intersection of media studies, popular culture, and social science.
Official synopsis Publisher
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.
Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.
Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
Author
Publisher
Topics
FAQ
What is “How to Talk about Videogames” about?
Who is the author of “How to Talk about Videogames”?
When was “How to Talk about Videogames” published?
What is the ISBN for “How to Talk about Videogames”?
What are the book details (language, pages, edition)?
