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Imaginary Games
 
 

Imaginary Games [Kindle Edition]

Chris Bateman
4.0 out of 5 stars  See all reviews (1 customer review)

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In this well-researched book Chris Bateman explores the ambiguous territory between the fictional and the real, and slays some dragons hiding therein. Highly recommended. --(Ernest Adams, Founder of the International Game Developers' Association)

A wonderfully refreshing and inventive look at games of many kinds, but especially digital games. It is seriously philosophical, but Bateman, a professional game designer, draws on a huge variety of resources far beyond the writings of academic philosophers - fascinating and fun! --(Kendall Walton, Charles Stevenson Collegiate Professor of Philosophy and Professor of Art and Design at the University of Michigan)

Product Description

Can games be art? When film critic Roger Ebert claimed in 2010 that videogames could never be art it was seen as a snub by many gamers. But from the perspective of philosophy of art this question was topsy turvey, since according to one of the most influential theories of representation all art is a game. Kendall Walton's prop theory explains how we interact with paintings, novels, movies and other artworks in terms of imaginary games, like a child's game of make-believe, wherein the artwork acts as a prop prescribing specific imaginings, and in this view there can be no question that games are indeed a strange and wonderful form of art. In Imaginary Games, game designer and philosopher Chris Bateman expands Walton's prop theory to videogames, board games, collectible card games like Pokémon and Magic: the Gathering, and tabletop role-playing games like Dungeons & Dragons. The book explores the many different fictional worlds that influence the modern world, the ethics of games, and the curious role the imagination plays in everything from religion to science and mathematics.


Product details

  • Format: Kindle Edition
  • File Size: 454 KB
  • Print Length: 335 pages
  • Page Numbers Source ISBN: 1846949416
  • Publisher: O-Books (16 Nov 2011)
  • Sold by: Amazon Media EU S.à r.l.
  • Language English
  • ASIN: B00652HX0M
  • Text-to-Speech: Enabled
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: #144,555 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Chris Mark Bateman
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Most Helpful Customer Reviews
Commendable 31 Dec 2011
Format:Paperback
There's a good deal to like in Imaginary Games. While it begins by highlighting Roger Ebert's claim that `games can never be art,' thankfully it mostly avoids a hackneyed defence of games as art. It considers what games share with art, but blessedly does not try to collapse one into the other.

Most interestingly, for me, is Chris Bateman's suggestion that both games and art must be understood as representational, even in their most abstract examples. Bateman highlights Noughts and Crosses as an extreme example, the hash mark grid of which he feels `can be seen as a prop prescribing that the players imagine nine positions.' This, like much in Imaginary Games, very much rests upon Kendall Walton's prop theory - but Walton's ideas are mostly used here subtly and intelligently. It might seem a stretch to call a game of Noughts and Crosses an imaginative experience, but Bateman makes his case well and derives thought-provoking conclusions from it.

Throughout Imaginary Games, Bateman's voice is authoritative, yet playful. Anecdotes from the author's life sit alongside more serious theorizing. Bateman, I think, recognizes that to write successfully about games, there must be room in the text to reproduce the fun which lies behind most play. In both content and style, then, Imaginary Games offers a fine example for other works in this developing field.
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Amazon.com:  1 review
Imaginary Games is a Game Changer 29 Mar 2012
By Kenneth R. Hannahs III - Published on Amazon.com
Format:Kindle Edition|Amazon Verified Purchase
Chris Bateman is a man of many talents, but the one I know him best is as a philosopher. I first learned of him through his blog (...)and immediately realized the importance of what he was trying to do. Games, and videogames (it's one word! Chris will tell you why) in particular are in a strange spot both intellectually and aesthetically. Mr. Bateman considers the ramifications of where games began, where they are now, and where they will be in the future with a prescience that is all at once confounding (make no mistake, the book is very dense!) and deeply relevant to the current state of videogame culture and design.

I would not recommend this book to everyone, but if you are serious about understanding the larger philosophical ideas behind videogames, Imaginary Games is all at once a primer and a master's class. Also, if you enjoyed his book, make sure to check out his blog!
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Popular Highlights

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lusory attitude  the acceptance of the rules of a game in order to make its play possible. &quote;
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&quote;
All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function playgrounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart. &quote;
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&quote;
definitions are post-hoc justifications for the way words are used, and it is this usage that Wittgenstein insists is the genuine meaning of &quote;
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