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The State of Play: Creators and Critics on Video Game Culture, by Daniel Goldberg
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FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER
The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.
The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.
The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.
"If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun
- Sales Rank: #507419 in Books
- Published on: 2015-10-20
- Released on: 2015-10-20
- Original language: English
- Number of items: 1
- Dimensions: 7.29" h x .87" w x 5.52" l, 1.25 pounds
- Binding: Hardcover
- 256 pages
Review
"Editors Daniel Goldberg and Linus Larsson are interested in the way in which writing about the video game medium has grown from product criticism to social and political commentary. This broadening of scope is due not only to maturation, they argue. It is also the result of the democratization of game-making, which has allowed independent creators to release games on personal and seemingly noncommercial topics, in that way stimulating critical conversation." --The New York Times Book Review
“A groundbreaking anthology that all video game players should read and ponder.”—Library Journal, starred review
"If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun
"Highlights include incredible texts by anna anthropy and merritt kopas who discuss making games to explore intimacy, sexuality, play, relationships, and destabilizing the idea of universal narrative through presenting perspectives of women and queer-identified gamemakers. Another standout is Hussein Ibrahim's 'What It's Like to Always Play the Bad Guy: On the Portrayal of Arabs in Online Shooters'—a critical essay on the problematic one-dimensionality of the Other in shooting games. This should be a mainstay in media theory classrooms. Overall, this book presents a much-needed alternative look at the state and stakes of video game culture, today and tomorrow."—Angela Washko, artist and founder of The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft
“Through a combination of deeply personal narratives and academic analyses State of Play effectively illuminates the social and cultural relevance of gaming. We see games as cultural representations reflecting societal tensions and priorities, social systems with insiders/outsiders and ethical dilemmas where conflicts can be worked out or not, opportunities for exploration and tools for presentation of counter narratives. The authors do not simply discuss what games are technically, but what they are, can and should be culturally.”—Ellen Middaugh, San José State University, author of The Civic Potential of Video Games
"We are past the era when it was surprising to learn that video games are more than just pleasurable power fantasies. Video games are emotional explorations of race, gender, sex and love. Video games gives us intense experiences of being others, or finding ourselves, alone with the computer or surrounded by crowds, in physical or virtual spaces. The State of Play is a key collection of writings to understand why playing video games matters more than ever."—Miguel Angel Sicart, author of Play Matters and The Ethics of Computer Games, Associate Professor at the Center for Computer Game Research at IT University Copenhagen
"Video games are now on the front lines of the culture wars. The State of Play gathers essential voices who are trying to make a more just, more true, more playful gamespace, one that's fun for everybody." --McKenzie Wark, author of Gamer Theory
"Like a game that opens your heart, I found more than I came for in The State of Play. . . . Not what I expected, but much more. The thoughtful, articulate essays recursively confirm the importance of gaming to society, the book's key theme. Beautifully written in workmanlike, accessible prose, and highly recommended." --Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of World of Witchcraft
"This diverse collection demonstrates the deep power of anchoring our design theories in the lived experiences of players and creators. It offers a kaleidoscopic view of the possibility space of games, providing exciting new perspectives on play and the construction of play spaces." --Brian Upton, author of The Aesthetic of Play
About the Author
LINUS LARSSON and DANIEL GOLDBERG are two of Sweden's most important writers on new technology and the Internet. They have been published in Wired, The Guardian, The Washington Post, and American Computer World, and quoted by BBC News, The New York Times, and The Sydney Morning Herald. Their first book, Swedish Hackers, was published in 2011 in Sweden. In 2013, Minecraft followed with Seven Stories Press as their bestselling English-language debut.
Most helpful customer reviews
17 of 20 people found the following review helpful.
The rehashing of old blog posts by a militantly censorious and authoritarian far left fringe.
By SL
There is nothing new and nothing of value here, except a desperate attempt to push a narrative that is not supported by the facts nor resembles anything close to the realities of the industry.
Lacking anything in really new material that can't be found online, this 'book' is a pure money grab by people that can't hack it in the industry itself, have nothing of value to add and weren't even willing to write a whole lot of new material to publish it.
5 of 6 people found the following review helpful.
One Star
By EcurbCO
Every word written in this book is a lie, including "the" and "of".
76 of 110 people found the following review helpful.
Unfortunately just a collection of blog posts you could find just as well elsewhere.
By Thomas
I wanted to like this book when I bought it, but it really wasn't what I was expecting. You can kind of save your money and just google the usual gaming sites, because most of what's been said here has been said before and about just as well. That's really the problem here, I was kind of expecting a stronger and more well constructed set of arguments then the usual strong opinion expressed as fact stuff you find on blogs now a days. There isn't really an over arching theme or high level in depth analysis into anything. (Though, from the tone of the writing, a few seem to think that's what they are doing, but again its that painful supposition based on supposition level stuff you find on most pseudo-academic blogs). In the end, that's really what it is; a loose collection of blog posts turned into a book. I guess when I read the title and saw who wrote it, I was expecting "The State of Play" - stuff that I could really sink my teeth into. Instead, I got chicken soup for the gamer. If that's what you want, that's fine, this is probably a 4 in that regard, but I really just wanted something a lot more substantial then this. Serves me right for buying just any old gaming book, I guess. Oh well.
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