Why did I love this book?
Despite the implications of the title, this book is not a how-to book about repurposing Nintendo game cartridges as drink coasters. It’s even better than that (and this is coming from someone who actually does use old, non-functioning game cartridges as drink coasters).
How to Do Things with Videogames is a plea to non-gaming industries to embrace video games as tools to advance their own products and services. While video game mechanics and visuals have certainly matured since their introduction in the 1970s—and that is all quite interesting—Ian Bogost’s book isn’t interested in how humans have advanced video games but instead in how video games could advance humans.
I’ll give a specific example that has stuck with me since my first read of this book. Humans are great with spatial awareness. Video games have an amazing ability to leverage this capability for fun. But why not leverage this capability to potentially save lives? Flight attendants on commercial airplanes are forced to point out airplane exits during safety demonstrations (often to disinterested passengers).
Why not instead use the tiny screen mounted to the seat headrests to give passengers-turned-players the ability to navigate to the emergency exits in a virtual space? With this, passengers get a better understanding of the physical placement of emergency exists and therefore could act more efficiently in the event of an emergency evacuation.
Tell your non-gaming friends: video games could save lives!
1 author picked How to Do Things with Videogames as one of their favorite books, and they share why you should read it.
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such…
- Coming soon!