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dc.contributor.authorBoluk, Stephanie
dc.contributor.authorLeMieux, Patrick
dc.date.accessioned2023-10-05T10:49:37Z
dc.date.available2023-10-05T10:49:37Z
dc.date.issued2017
dc.identifierONIX_20231005_9781452954158_1600
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/115830
dc.description.abstractThe greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames-we make metagames.
dc.languageEnglish
dc.relation.ispartofseriesElectronic Mediations
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBJ Digital and information technologies: social and ethical aspectsen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guidesen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular cultureen_US
dc.subject.otherScience & Technology Studies
dc.subject.otherSociology
dc.subject.otherCultural Studies
dc.titleMetagaming
dc.title.alternativePlaying, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
dc.typebook
oapen.identifier.doi10.5749/j.ctt1n2ttjx
oapen.relation.isPublishedBy3620704f-efb6-4f73-9ed8-dc20a9d550bc
oapen.relation.isbn9781452954158
oapen.relation.isbn9780816687169


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