Metagaming

Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games
Cover of the book Metagaming by Stephanie Boluk, Patrick LeMieux, University of Minnesota Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Stephanie Boluk, Patrick LeMieux ISBN: 9781452954165
Publisher: University of Minnesota Press Publication: April 4, 2017
Imprint: Univ Of Minnesota Press Language: English
Author: Stephanie Boluk, Patrick LeMieux
ISBN: 9781452954165
Publisher: University of Minnesota Press
Publication: April 4, 2017
Imprint: Univ Of Minnesota Press
Language: English

The 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.

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

The 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.

More books from University of Minnesota Press

Cover of the book Cinema's Bodily Illusions by Stephanie Boluk, Patrick LeMieux
Cover of the book Curse of a Winter Moon by Stephanie Boluk, Patrick LeMieux
Cover of the book Does Writing Have a Future? by Stephanie Boluk, Patrick LeMieux
Cover of the book Code and Clay, Data and Dirt by Stephanie Boluk, Patrick LeMieux
Cover of the book Martin Heidegger Saved My Life by Stephanie Boluk, Patrick LeMieux
Cover of the book Avant-Garde Museology by Stephanie Boluk, Patrick LeMieux
Cover of the book Another Mother by Stephanie Boluk, Patrick LeMieux
Cover of the book The Reorder of Things by Stephanie Boluk, Patrick LeMieux
Cover of the book Measuring Manhood by Stephanie Boluk, Patrick LeMieux
Cover of the book The Child to Come by Stephanie Boluk, Patrick LeMieux
Cover of the book A Burnt Child by Stephanie Boluk, Patrick LeMieux
Cover of the book Red Lights by Stephanie Boluk, Patrick LeMieux
Cover of the book Escape from New York by Stephanie Boluk, Patrick LeMieux
Cover of the book Gay Rights at the Ballot Box by Stephanie Boluk, Patrick LeMieux
Cover of the book Those About Him Remained Silent by Stephanie Boluk, Patrick LeMieux
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