Gaming

Essays On Algorithmic Culture

Nonfiction, Computers, Advanced Computing, Virtual Reality, Entertainment, Games, Video & Electronic, Entertainment & Games, Video & Electronic Games
Cover of the book Gaming by Alexander R. Galloway, University of Minnesota Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Alexander R. Galloway ISBN: 9781452908687
Publisher: University of Minnesota Press Publication: May 27, 2006
Imprint: Univ Of Minnesota Press Language: English
Author: Alexander R. Galloway
ISBN: 9781452908687
Publisher: University of Minnesota Press
Publication: May 27, 2006
Imprint: Univ Of Minnesota Press
Language: English

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

More books from University of Minnesota Press

Cover of the book Becoming Past by Alexander R. Galloway
Cover of the book State, Space, World by Alexander R. Galloway
Cover of the book The Quay Brothers by Alexander R. Galloway
Cover of the book Stupendous, Miserable City by Alexander R. Galloway
Cover of the book Lewd Looks by Alexander R. Galloway
Cover of the book Cyberwar and Revolution by Alexander R. Galloway
Cover of the book The Urban Revolution by Alexander R. Galloway
Cover of the book Diaboliques by Alexander R. Galloway
Cover of the book On the Existence of Digital Objects by Alexander R. Galloway
Cover of the book Philosophy of Language by Alexander R. Galloway
Cover of the book Mechademia 9 by Alexander R. Galloway
Cover of the book The Toxic Meritocracy of Video Games by Alexander R. Galloway
Cover of the book Fiery Cinema by Alexander R. Galloway
Cover of the book Anime’s Media Mix by Alexander R. Galloway
Cover of the book November's Fury by Alexander R. Galloway
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy