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Play anything : the pleasure of limits, the uses of boredom, and the secret of games / Ian Bogost.

Bogost, Ian, (author.).

Available copies

  • 5 of 5 copies available at Evergreen Indiana.

Current holds

0 current holds with 5 total copies.

Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Culver-Union Twp PL - Culver 306.48 BOG (Text) 34304000842156 Adult - Nonfiction Available -
Jefferson Co PL - Madison Main Branch 306.48 BOG (Text) 39391006771107 Nonfiction Available -
Lebanon PL - Lebanon 306.48 BOG (Text) 34330512964330 Adult - Non-Fiction Available -
New Castle-Henry County PL - Main 306.48 BOGO (Text) 39231033315629 Adult Non-fiction Collection Available -
Syracuse Turkey Creek Twp PL - Syracuse 306.48 BOG (Text) 50577011054885 Adult Non-Fiction Available -

Record details

  • ISBN: 9780465051724
  • ISBN: 0465051723
  • Physical Description: xii, 266 pages ; 22 cm
  • Publisher: New York, NY : Basic Books, [2016]

Content descriptions

General Note: Includes bibliographic references (pages 239-250) and index.
Formatted Contents Note: Preface: Life is not a game -- 1. Everywhere, playgrounds -- 2. Ironoia, the mistrust of things -- 3. Fun isn't pleasure, it's novelty -- 4. Play is in things, not in you -- 5. From restraint to constraint -- 6. The pleasure of limits -- 7. The opposite of happiness -- Conclusion: Living with things.
Summary, etc.: "Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves"-- Provided by publisher.
"The gold standard of our culture is 'fun.' Companies want their offices to feel more playful, schools want learning to be entertaining, programmers want their products to feel as intuitive and addictive as playing Tetris or AngryBirds. Trying to make life like playing a game sounds like a good idea--who doesn't want to have fun while working or commuting, parenting or cleaning?--but what's often overlooked in the rush to make everything 'fun' is that games are hard. Playing a sport requires concentration, repetition, and physical pain; playing a musical instrument demands shockingly boring practice and patience; even playing video games requires hours and hours of study, determination, and drive. Making our ideas about 'play' sound a whole lot like 'work.' Where's the fun in that? In Play Anything, Ian Bogost--the Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology--shows that our common understanding of games--that they are always fun, and always juvenile--is dead wrong. And that that's a good thing, both for how we play and how we conduct our days"-- Provided by publisher.
Subject: Play > Psychological aspects.
Play (Philosophy)
Games > Psychological aspects.
Games > Philosophy.
Creative ability.
Popular culture > Social aspects.
SOCIAL SCIENCE > Popular Culture.
PHILOSOPHY > Ethics & Moral Philosophy.
PSYCHOLOGY > Creative Ability.

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