Extra lives : why video games matter / Tom Bissell.
Publisher: New York : Vintage Books, 2011Description: xiv, 242 p. 21 cm001: 14243ISBN: 9780307474315Subject(s): Computer and video gamesDDC classification: 794.8 BISItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
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Book | MAIN LIBRARY Book | 794.8 BIS (Browse shelf(Opens below)) | 1 | Available | 095223 |
Enhanced descriptions from Syndetics:
In Extra Lives , acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games.
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In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Table of contents provided by Syndetics
- Author's Note (p. xi)
- 1 Fallout (p. 3)
- 2 Headshots (p. 17)
- 3 The Unbearable Lightness of Games (p. 33)
- 4 The Grammar of Fun (p. 49)
- 5 Littlebigproblems (p. 67)
- 6 Braided (p. 91)
- 7 Mass Effects (p. 105)
- 8 Far Cries (p. 129)
- 9 Grand Thefts (p. 159)
- Appendix: An Interview with Sir Peter Molyneux (p. 185)
- Appendix II (p. 203)
- Acknowledgments (p. 227)
- Index (p. 229)
Excerpt provided by Syndetics
Reviews provided by Syndetics
Publishers Weekly Review
Grand Theft Auto IV is both a waste of time and "the most colossal creative achievement of the last 25 years" according to this scintillating meditation on the promise and discontents of video games. Journalist Bissell (Chasing the Sea ) should know; the ultraviolent car-chase-and-hookers game was his constant pastime during a months-long intercontinental cocaine binge. He's ashamed of his video habit, but also ashamed of being ashamed of the "dominant art form of our time"; by turning the eye of a literary critic on the gory, seemingly puerile genre of ultraviolent, open-ended "shooter" games, he finds unexpected riches. Bissell bemoans the "uncompromising stupidity" of their story lines, wafer-thin characters, and the moronic dialogue, but celebrates the button-pushing, mesmeric qualities and the subtle, profound depths these conceal-the catharses of teamwork and heroism in the zombie-fest Left for Dead, the squirmy moral dilemmas of Mass Effect, the "mood of wistful savagery" suffusing the rifles-and-chainsaws-bedecked denizens of Gears of War. Bissell excels both at intellectual commentary and evocative reportage on the experience of playing games, while serving up engrossing mise-en-scene narratives of the mayhem. If anyone can bridge the aesthetic chasm between readers and gamers, he can. (June 8) (c) Copyright PWxyz, LLC. All rights reservedCHOICE Review
Although this is not a scholarly book per se, its subject is certainly one of interest in the academy. A contributing editor for Harper's Magazine and an award-winning author, Bissell (who also teaches fiction writing at Portland State Univ.) offers a belletristic defense of video games as an art form. The book is worth reading for the prose alone, a crisp mashup of styles that invokes the best of both The New Yorker and Wired. Bissell interviews game designers, reports on industry shows, visits the BioWare and Ubisoft studios in Canada, and explores ontological questions about what makes video games unique through comparisons with cinema, literature, and other expressive media. In so doing, he reflects on such aspects of video games as dialogue, character believability, interactivity, game mechanics (i.e., rules and procedural operations), cinematographic effects, and platform genre. Bissell's many examples include a range of famous game series--"Fallout," "Grand Theft Auto," "Gears of War," "Mass Effect," "Resident Evil." The overall results are fun, challenging, a bit random, and thoroughly enjoyable in a smart way. Summing Up: Recommended. Lower-division and upper-division undergraduates; technical studies; professionals; general readers. N. A. Baker Earlham CollegeBooklist Review
Might as well get this out of the way: Bissell is addicted to video games. So much so that he pretty much missed the last presidential election because he was playing a new and highly anticipated game. Here he explores not just his own affection for video games but also the games themselves. What separates good games from bad? Where do video games fit on the sliding scale of art? A video game, Bissell tells us, is a form a self-surrender, but a different form than, say, a movie. We have no influence over what happens in a movie, but we do in a video game. In playing a video game, we are, in a sense, the authors of the stories we're acting out. Bissell explores the key elements of video games: dialogue, character design, voice performance, visual appearance. Do the best games approach something akin to virtual (or perhaps alternate) reality? Not just for gamers, the book should also appeal to readers who have some serious questions about the nature and impact of video games and their increasing popularity.--Pitt, David Copyright 2010 BooklistKirkus Book Review
Harper's contributor Bissell (Fiction Writing/Portland State Univ.; The Father of All Things: A Marine, His Son, and the Legacy of Vietnam, 2007, etc.) considers the importance of video games. Parts of this uneven investigation into the aesthetics of the gaming experience are as thrilling and fresh as the best writing on any subjectparticularly his confessional chapter on Grand Theft Auto IVbut most of the chapters fall short of that high standard. The questions Bissell raises and seeks to answer via interviews with leading game designers like Sir Peter Molyneux, Jonathan Blow and Cliff Bleszinski are not without general interestwhat role does story play in a game's aesthetic experience? how do games (and the gamers who play them) create meaning? how can something that never plays out the same way twice even have meaning?but too much of the book is surprisingly amateur, as awkwardly expressed as a bright but underachieving fan-boy's private journals. Often affecting the fussy grandiloquence of a doddering classics professor, Bissell promises substance but mostly delivers only empty style. Perhaps this is the author's way of reifying for the reader the central paradox of his thesis: that his favorite video games (Resident Evil, Left 4 Dead, Far Cry 2) come so close to providing him with his ideal aesthetic experience, sometimes even more than works of literature or filmyet in the end, most of them are "just" toy worlds populated by elves, zombies, soldiers and little green men. More a collection of profiles and game reviews than a focused thesis, this little book never answers the question implicit in its subtitlebest appreciated by serious game junkies. Copyright Kirkus Reviews, used with permission.There are no comments on this title.
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