Portions of the Introduction and chapter 1 appear together as “Metagame,” in Debugging Game History: A Critical Lexicon, ed. Henry Lowood and Raiford Guins, 313–24 (Cambridge, Mass.: MIT Press, 2016). Portions of chapter 2 were previously published as “Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis,” Digital Humanities Quarterly 6, no. 2 (2012). http://www.digitalhumanities.org/dhq/vol/6/2/000122/000122.html. Portions of chapter 4 were previously published as “Hundred Thousand Billion Fingers: Seriality and Critical Game Practices,” Leonardo Electronic Almanac 17, no. 2 (2012): 10–31. http://www.leoalmanac.org/vol17-no2-hundred-thousand-billion-fingers/.

Copyright 2017 by Stephanie Boluk and Patrick LeMieux

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Library of Congress Cataloging-in-Publication Data

Names: Boluk, Stephanie, 1979– author. | LeMieux, Patrick, 1984– author.

Title: Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames / Stephanie Boluk and Patrick LeMieux.

Description: Minneapolis : University of Minnesota Press, 2017. | Series: Electronic mediations ; 53 | Includes bibliographical references and index.

Identifiers: LCCN 2016059233 (ebook) | ISBN 978-1-4529-5416-5 (Ebook)

Subjects: LCSH: Video games—Social aspects. | Video games industry— Social aspects. | Video games—Design. | BISAC: GAMES / Video & Electronic. | COMPUTERS / Social Aspects / General. | SOCIAL SCIENCE / Popular Culture.

Classification: LCC GV1469.34.S52 B65 2017 (print) | DDC 794.8—dc23

LC record available at https://lccn.loc.gov/2016039454

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