📖 Overview
How to Do Things with Videogames presents twenty distinct ways that video games function beyond entertainment, from art and exercise to meditation and work. Through a series of focused essays, Ian Bogost examines specific games and gaming applications that demonstrate each function.
The book moves through examples like documentary games that recreate historical events, games used in workplace training, and games designed for political activism or religious practice. Bogost draws connections between gaming mechanics and their real-world applications, supported by research and case studies from the gaming industry.
Each chapter stands as its own exploration while building toward a larger argument about video games' role in culture and society. The examples range from major commercial titles to lesser-known independent games, highlighting the medium's range of possibilities.
The text challenges common assumptions about gaming's purpose and value by revealing how this medium has evolved into a sophisticated form of human expression and utility. Through this lens, video games emerge not just as entertainment but as tools that shape how people think, learn, and interact with the world.
👀 Reviews
Readers note this book takes a measured, academic approach to examining how video games function in society beyond just entertainment.
Readers appreciate:
- Clear examples and case studies of games serving different purposes
- Accessible writing style despite academic subject matter
- Short, focused chapters that work well for teaching
- Balance between theory and practical examples
Common criticisms:
- Some chapters feel superficial or underdeveloped
- Writing can be dry and repetitive
- Too basic for readers already familiar with game studies
- Limited scope focuses mainly on casual and art games
Ratings:
Goodreads: 3.7/5 (378 ratings)
Amazon: 4.2/5 (31 ratings)
"A good introduction to thinking about games critically" - Goodreads reviewer
"Each chapter could have been expanded into its own book" - Amazon reviewer
"More like a collection of blog posts than a cohesive book" - Goodreads reviewer
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🤔 Interesting facts
🎮 Ian Bogost developed a series of "serious games" including "Cow Clicker," a Facebook game meant to satirize social gaming, which ironically became quite popular despite its intentionally simplistic nature.
🎓 The book explores 20 different uses for video games beyond entertainment, including art, exercise, relaxation, and work – challenging the notion that games are merely for fun.
🔄 Bogost coined the term "procedural rhetoric" to describe how video games make arguments through their rules and mechanics rather than through traditional narrative or text.
📚 The book's structure deliberately mirrors Marshall McLuhan's "Understanding Media," examining gaming through multiple lenses just as McLuhan did with various forms of media.
🏢 Bogost is not only an academic and author but also a game designer and founding partner of Persuasive Games, a studio that creates games for journalism, politics, and education.