How do we reconcile a videogame industry's insistence that games positively affect human beliefs and behaviors with the equally prevalent assumption that games are "just games"? How do we reconcile accusations that games make us violent and antisocial and unproductive with the realization that games are a universal source of human joy?
In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state - a lusory attitude - that is essential to human creativity, knowledge, and sustenance of the species. -- .
Sprache
Verlagsort
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Editions-Typ
ISBN-13
978-1-5261-5374-6 (9781526153746)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Introduction
1 Games are not cooperation
2 Games are not intentions
3 Games are not references
4 Games are not narratives
5 Games are not beliefs
6 Games are not gameplay
7 Games are not toys
8 Games are not simulations
9 Simulation-games are not simulations
10 Games are not commodities
11 Games are not what you think
12 Games are art (because they are not art -- .