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table of contents
  1. Cover
  2. Title Page
  3. Copyright Page
  4. Dedication
  5. Contents
  6. Introduction. Metagaming: Videogames and the Practice of Play
  7. 1. About, Within, Around, Without: A Survey of Six Metagames
    1. Metagame 1: Triforce
  8. 2. Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis
    1. Metagame 2: Memento Mortem Mortis
  9. 3. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games
    1. Metagame 3: It Is Pitch Black
  10. 4. Hundred Thousand Billion Fingers: Serial Histories of Super Mario Bros.
    1. Metagame 4: 99 Exercises in Style
  11. 5. The Turn of the Tide: International E-Sports and the Undercurrency in Dota 2
    1. Metagame 5: Tide Hunter
  12. 6. Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks
  13. Acknowledgments
  14. Notes
  15. Bibliography
  16. Gameography
  17. Index

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

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher.

Published by the University of Minnesota Press

111 Third Avenue South, Suite 290

Minneapolis, MN 55401-2520

http://www.upress.umn.edu

The University of Minnesota is an equal-opportunity educator and employer.

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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