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

✍ Scribed by Stephanie Boluk and Patrick LeMieux


Publisher
University of Minnesota Press
Year
2017
Tongue
English
Leaves
392
Series
Electronic Mediations
Category
Library

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✦ Synopsis


A playful and provocative call to stop playing videogames and begin making metagames

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 β€œgames 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 β€œAsshole 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 videogamesβ€”we make metagames.

✦ Table of Contents


Cover......Page 1
Half Title......Page 2
Title......Page 4
Copyright......Page 5
Dedicaton......Page 6
Contents......Page 8
Introduction. Metagaming: Videogames and the Practice of Play......Page 10
1 About, Within, Around, Without: A Survey of Six Metagames......Page 32
Metagame 1: Triforce......Page 84
2 Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis......Page 86
Metagame 2: Memento Mortem Mortis......Page 127
3 Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games......Page 130
Metagame 3: It Is Pitch Black......Page 180
4 Hundred Thousand Billion Fingers: Serial Histories of Super Mario Bros......Page 182
Metagame 4: 99 Exercises in Style......Page 214
5 The Turn of the Tide: International E- Sports and the Undercurrency in Dota 2......Page 216
Metagame 5: Tide Hunter......Page 282
6 Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks......Page 284
Acknowledgments......Page 300
Notes......Page 302
Bibliography......Page 352
Gameography......Page 370
C......Page 382
F......Page 383
K......Page 384
M......Page 385
R......Page 386
T......Page 387
Z......Page 388


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