The State of Play
Sixteen Voices of Video Games
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About this listen
Featuring: Ian Bogost, Leigh Alexander, Zoe Quinn, Anita Sarkeesian and Katherine Cross, Ian Shanahan, Anna Anthropy, Evan Narcisse, Hussein Ibrahim, Cara Ellison and Brendan Keogh, Dan Golding, David Johnston, William Knoblauch, Merritt Kopas, and Ola Wikander
The State of Play is a call to consider the high stakes of video-game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.
The 16 contributors are entrenched - they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: They are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the best-selling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game That Changed Everything.
The State of Play is essential listening for anyone interested in what may well be the defining form of cultural expression of our time.
©2015 Daniel Goldberg and Linus Larsson (P)2015 Audible, Inc.Listeners also enjoyed...
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Doom Guy
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Overall
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Performance
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Doom Guy: Life in First Person is the long-awaited autobiography of gaming’s original rock star and the cocreator of DOOM, Quake, and Wolfenstein—some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty. Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career.
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Overall
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To politicians and parents, Mortal Kombat was a menace to society. To gamers, it was a way of life. From dedicated hustlers who put thousands of miles on their odometers driving coast to coast to challenge the top players in arcades, to fans who devote their free time to collecting action figures, setting world records, and plumbing the depths of its lore, the Mortal Kombat franchise has topped sales charts for thirty years, and its popularity shows no signs of waning. But before Mortal Kombat offended politicians and sold over 12 million units, executives at Midway saw it as filler.
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Control Freak
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- By: Cliff Bleszinski
- Narrated by: Kurt Kanazawa
- Length: 9 hrs and 24 mins
- Unabridged
-
Overall
-
Performance
-
Story
Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock-star status. In Control Freak, he gives an unvarnished, all-access tour of the business.
-
-
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Press Reset
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- Length: 8 hrs and 14 mins
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Overall
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Performance
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Story
Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it.
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Audio Quality is Inconsistent
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What listeners say about The State of Play
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- Darianne Salinas
- 06-17-23
Brings underrepresented voices forward
It’s exceedingly difficult to find audio books on games written by women and people of color. While many books exclusively showcase the experience of White men in game dev and the “gamer” community, this compilation of articles and excerpts brings forward underrepresented voices in the gaming community. In doing so it provides a critical look at how games should be viewed to be more representative of the diverse perspectives and cultural backgrounds of the players that pick up games made today.
Much needed reading for any game dev and anyone who plays games.
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- Bryan
- 03-09-16
A mixed bag
As someone who has been playing video games since the early 90's and has considered myself right there at the traditional core of the gaming community this book opened my eyes to many of the atypical views of video games.
Its a compilation of different articles read by different narrators and some of these are much better than others. A handful of the truly eye opening ones were undermined by the narrators reading, particularly the ones detailing transgender roles and sex in video games. While I found the content of the piece fairly good the reading of it made it sound almost like an erotic novel rather than social commentary and that was the low point of the book for me.
The book definitely is worth a listen despite its flaws because the gaming community at large does need to have an elevated awareness of these issues and can only benefit from a broader definition of what constitutes a game and why people play them.
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12 people found this helpful
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- Anonymous User
- 11-06-19
Eye-opening insights
Great and diverse content, but some of the narrators have terrible, terrible accents. As a foreign speaker I can't identify the way of speaking when the reader slows the air flow to the point the cords start to rattle. Is that a local or cultural thing? I don't know, but it ruins the experience for me.
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1 person found this helpful
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- Robert Madsen
- 09-28-21
Great diversity of topics
You generally don't co s consider topics such as sexuality, mental health, and theology when you think about games. this collection of essays covers these topics and more as they apply to video games in a fascinating and understandable way.
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- John Koehler
- 03-28-19
Brilliant
A wonderful collection of essays that encompass a wide range of topics. Simply brilliant writing.
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