{"product_id":"9780262042604","title":"Real Games: What's Legitimate and What's Not in Contemporary Videogames","description":"\u003ctable\u003e\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"\"\u003e\u003cstrong\u003eAuthor\/Contributor(s):\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd style=\"\"\u003eConsalvo, Mia; Paul, Christopher A.\u003cbr\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd style=\"\"\u003e\u003cstrong\u003ePublisher:\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd\u003eThe MIT Press\u003cbr\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd style=\"\"\u003e\u003cstrong\u003eDate:\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd\u003e10\/1\/2019\u003cbr\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd style=\"\"\u003e\u003cstrong\u003eBinding:\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd style=\"\"\u003eHardcover\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd style=\"\"\u003e\u003cstrong\u003eCondition:\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd style=\"\"\u003eNEW\u003cbr\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\u003c\/table\u003e\u003cb\u003eHow we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.\u003c\/b\u003e\u003cp\u003eIn videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a \u003ci\u003ereal\u003c\/i\u003e game, it's on Facebook!” and “That's not a \u003ci\u003ereal\u003c\/i\u003e game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's \u003ci\u003egameness\u003c\/i\u003e? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them.\u003c\/p\u003e\u003cp\u003eConsalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as \u003ci\u003eDear Esther\u003c\/i\u003e and \u003ci\u003eGone Home\u003c\/i\u003e. And finally, they consider what purpose is served by labeling certain games “real.\"\u003c\/p\u003e","brand":"The MIT Press","offers":[{"title":"Default Title","offer_id":42899608535295,"sku":"9780262042604","price":30.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0452\/0886\/2873\/files\/9780262042604_s600x595.jpg?v=1775599597","url":"https:\/\/massivebookshop.com\/products\/9780262042604","provider":"MASSIVE BOOKSHOP","version":"1.0","type":"link"}