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THINK THE GAME: 25 PATHS FOR GAME STUDIES

Aarón Rodríguez Serrano, Adrián Suárez, Alberto Murcia, Alfonso Cuadrado Alvarado, Antonio José Planells, Antonio Loriguillo López, Beatriz Pérez Zapata, Clara Fernández Vara, Daniel Muriel, Eurídice Cabañez, Enrique Morales, Fran Pinel Cabello, Ignacio Bergillos, Ignasi Medà Calvet, Jan Gonzalo Iglesia, Laura Montero Plata, Marçal Mora Cantallops, Marta Martín Núñez, Mercè Oliva, Miguel Sicart, Montse Bonet, Óliver Pérez Latorre, Shaila García Catalán, Susana Tosca, Victor Navarro Remesal



 

The video game is a cultural form with half a century of history and great acceptance among such diverse audiences that, many times, they are opposites. Between its levels, its mysteries and its tests of skill, our world is reflected and ideas, expressions and debates are articulated that then come back to us all. This is why putting it to the test is just as important for the amateur gamer as it is for the academic, for the veteran connoisseur as well as the curious critic. What questions should we ask ourselves to analyze it? What issues have we been ignoring? What should we remember and recover from our past, and what ballast should we let go of? What are the most honest and profitable positions to approach the game and its culture rigorously, and what dangers should we avoid? What fit does all this have in the global media map, in the culture,


To address these and other questions, this book brings together twenty-five voices from game studies , or from disciplines close to game studies , in Spanish. Each one has chosen a concept and develops it in a short chapter that always closes, in an invitation to choose your reading, with a couple of hypertextual suggestions. The reader can read it from beginning to end or follow the possible paths, the connections (thematic, conceptual or of another type) that help to better understand the different proposals and verify the breadth of the discipline. Authorship, ethics, past and present business models, animation, decision design, fictional worlds or slowness are some of the paths that the reader can walk.


These twenty-five paths for game studies are not so much about breaking or correcting what has already been done in our field as about expanding and continuing it, creating a larger map that is stimulating for everyone, academic or not. Thinking the game is useful (and exciting) for everyone, and good thinking understands that the only possible authority comes from dialogue and constant self-examination. Therefore, this is not a book of answers or solutions. The authors gathered here will be satisfied if we provoke new questions in the readers or, at least, a better focused way of doubting. If we show the video game as a garden of paths that fork (and, sometimes, meet) along which it is worth walking with an attentive look.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Spanish

Paperback


9788412208061

2020

218

OTHER NAMES

  • Pensar el juego - 25 CAMINOS PARA LOS GAME STUDIES

 

TAGS


Publishers: #Shangrila (Shangrila Ediciones)

Languages: #Spanish

Format: #Paperback

Accessibility: N/A

Year: #Year2020

Genres: #GameStudies


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