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...

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Detalles Bibliográficos
Otros Autores: Boluk, Stephanie, 1979- author (author), LeMieux, Patrick, 1984- author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Minneapolis, Minnesota ; London, [England] : University of Minnesota Press 2017.
Colección:Electronic mediations ; 53.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009438738906719
Tabla de Contenidos:
  • 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.