Gamer theory / McKenzie Wark.
Material type: TextPublisher: Cambridge, Mass. : Harvard University Press, 2007Description: 1 volume (unpaged) : illustrations ; 22 cmContent type:- text
- unmediated
- volume
- 0674025199
- 9780674025196
- 306.487 22
- GV1469.17.S63 W37 2007
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 306.487 WAR (Browse shelf(Opens below)) | 1 | Available | A429513B |
Includes bibliographical references and index.
Agony (on The Cave) -- Allegory (on the Sims) -- America (on Civilization III) -- Analog (on Katamari Damacy) -- Atopia (on Vice City) -- Battle (on Rez) -- Boredom (on State of Emergency) -- Complex (on Deus Ex) -- Conclusions (on SimEarth) -- Cuts (endnotes) -- Directory (index).
"Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society The book depicts a world becoming an inescapable series of less and less perfect games This world gives rise to a new persona In place of the subject or citizen stands the gamer As all previous such personae had their breviaries and manuals. Gamer Theory seeks to offer guidance for thinking within this new character Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game."--BOOK JACKET.
Machine converted from AACR2 source record.
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