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Cheating: Gaining Advantage in Videogames
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Bibliographic Detail
Publisher Mit Pr
Publication date September 30, 2009
Pages 228
Binding Paperback
Book category Adult Non-Fiction
ISBN-13 9780262513289
ISBN-10 0262513285
Dimensions 0.75 by 6.50 by 8.75 in.
Weight 0.85 lbs.
Original list price $20.00
Other format details university press
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Summaries and Reviews
Amazon.com description: Product Description:

A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.

The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.

Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.



Editions
Hardcover
Book cover for 9780262033657
 
from Mit Pr (July 31, 2007)
9780262033657 | details & prices | 228 pages | 7.25 × 9.25 × 1.00 in. | 1.36 lbs | List price $38.00
About: The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game.
Paperback
Book cover for 9780262513289
 
The price comparison is for this edition
from Mit Pr (September 30, 2009)
9780262513289 | details & prices | 228 pages | 6.50 × 8.75 × 0.75 in. | 0.85 lbs | List price $20.00
About: A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.

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