Metagaming playing, competing, spectating, cheating, trading, making, and breaking videogames
"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 t...
Other Authors: | , |
---|---|
Format: | eBook |
Language: | Inglés |
Published: |
Minneapolis, Minnesota ; London, [England] :
University of Minnesota Press
2017.
|
Series: | Electronic mediations ;
53. |
Subjects: | |
See on Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009438738906719 |
Table of Contents:
- Machine generated contents note:
- Contents
- Introduction. Metagaming: Videogames and the Practice of Play
- 1. About, Within, Around, Without: A Survey of Six Metagames
- Metagame 2: Triforce
- 2. Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis
- Metagame 3: Memento Mortem Mortis
- 3. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Blindrunning
- Metagame 4: It Is Pitch Black
- 4. Hundred Thousand Billion Fingers: A Serial History of Super Mario Bros.
- Metagame 5: 99 Exercises in Style
- 5. The Turn of the Tide: E-Sports, Moneyball, and the Undercurrency in Dota 2
- Metagame 6: Tide Hunter
- 6. Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks
- Acknowledgments
- Notes
- Bibliography
- Gameography
- Index.