How to do things with videogames I Ian Bogost. p. em. - (Electronic mediations; v. 38). Includes bibliographical references and index. ISBN In recent years, computer games have moved to the center of popular culture. Ian Bogost, a leading scholar of videogames and an award-winning game. How to Do Things with Videogames (Electronic Mediations) Paperback – August 5, In recent years, computer games have moved from the margins of popular culture to its center. His books include Persuasive Games: The Expressive Power of Videogames and Newsgames: Journalism at.

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In How to Do Things with Videogames, Ian Bogost seeks primarily to expand the scope of gaming, as both a practice and a concept. The title may be a bit. How to Do Things. With Videogames. Ian Bogost. Ian Bogost, a leading scholar of videogames and an award-winning game designer, explores the many. · Read the full text. About. Figures; Related; Information. ePDF PDF · PDF · ePDF PDF. PDF.

A variety of studies appear to support the link between media violence and bad behavior among kids See The Violent Side of Video Games. But media don't necessarily cause violence, says James Gee. Gee is an education professor at the University of Wisconsin, Madison.

It's like blaming food because we have obese people. Video games are innocent of most of the charges against them, Gee says. The games might actually do a lot of good. A growing number of researchers agree with Gee. If used in the right way, video and computer games have the potential to inspire learning. And they can help players improve coordination and visual skills. A good video game is challenging, entertaining, and complicated, Gee says.

It usually takes 50 to 60 hours of intense concentration to finish one. Even kids who can't sit still in school can spend hours trying to solve a video or computer game. The captivating power of video games might lie in their interactive nature.

Players don't just sit and watch. They get to participate in the action and solve problems.

What Video Games Can Teach Us

Some games even allow players to make changes in the game, allowing new possibilities. And kids who play computer games often end up knowing more about computers than their parents do. In his 2 to 3 years of studying the social influences of video games, Gee has seen a number of young gamers become computer science majors in college.

One kid even ended up as a teaching assistant during his freshman year because the school's computer courses were too easy for him.

Video games can enhance reading skills, too. In the game Animal Crossing , for instance, players become characters who live in a town full of animals. Over the course of the game, you can download a house, travel from town to town, go to museums, and do other ordinary things.

All the while, you're writing notes to other players and talking to the animals. Because kids are interested in the game, they often end up reading at a level well above their grade, even if they say they don't like to read.

Now being developed, the educational computer game "Revolution" brings kids to colonial America. Players become characters in a small Virginia town in Games can inspire new interests. After playing a game called Age of Mythology , Gee says, kids like his 8-year-old son often start checking out mythology books from the library or join Internet chat groups about mythological characters.

History can come alive to a player participating in the game. Even violent games have a positive side, Gee says. When the game begins, your character has just been released from jail. The families in this game will always struggle. The second theme that persists through this book is the contradictory nature public discourse about in-game content and in-game content.

Bogost relates the historical events that have taken place around the church and its uses throughout those events primarily as a hospital in times of war. Bogost notes that, if the critics of this game had played Resistance: Fall of Man they would have seen that the church is perhaps the only revered structure in the game.

See a Problem?

These are two powerful themes: power and history and this is where my praise of this book comes in. Bogost links the culture of where these games are made to the games themselves.

In no uncertain terms, Bogost reminds us that video games are powerful precisely because we can relate to them given our experiences. He also offers a variety of examples from Japanese game makers that non-Japanese gamers relate to.

How to Do Things with Videogames

This is a rarity in discussing video games given that most studies of or discussions of games do not mention or assume difference. I have been looking for a book, study, or dissertation to make this exact argument for quite some time.

The Critique Because I work so closely with folks who are not concerned with technological literacy, I have a special relationship with the presentation of technical ideas. If you have not, like the people I know, played any of these games or any game aside from Farmville or Mafia Wars, it makes this book a very frustrating read.

There is a lot to learn. Normally, this would be a strength to a book. It is accessible and it is readable, but because we are discussing video games, the lack of respect within culture about them makes it a negative.

I do not think this is the fault of Bogost, but the fault of the impetus he wrote the book on in the first place. To me, this is a Catch 22 but it is worth mentioning.

A couple chapters I was left scratching my head. The language at the conclusion of the chapter was also very tentative. Please review our Terms and Conditions of Use and check box below to share full-text version of article. Related Information. Email or Customer ID. Forgot password? Old Password. New Password. Your password has been changed.People who care about technology more than likely do not care about those who do not care about technology.

Education Arcade Games can inspire new interests. Last week: When the game begins, your character has just been released from jail.

It is accessible and it is readable, but because we are discussing video games, the lack of respect within culture about them makes it a negative.