James Newman: Playing with videogames. New York: Routledge, 2008
2010, MedieKultur: Journal of media and communication research
https://doi.org/10.7146/MEDIEKULTUR.V26I48.2352Abstract
James Newman's book Playing with Videogames is accurately as well as playfully entitled. The book documents a wide range of player creativity and productivity that situates somewhat outside but is nevertheless inherently linked to the actual playing of videogames. Instead of the gameplay itself, the book is concerned with activities that go beyond it. The fans or gamers involved in such practices are not, as Newman notes, but a minority of players, whereas the "outputs of their work exist within and even create wider cultures, communities and rich contexts for criticism, review and play" (Newman, 2008, p. 152). Thus, the book builds on the "playing with videogames" as a social and cultural practice consisting of different player hierarchies. It also presents the plasticity of videogames in regard to fan reworkings as well as the ways in which fan texts affect and inform later play experiences. Playing with Videogames is divided into three parts, each approaching player engagement from a different angle. Part 1: Videogames as representational systems considers cases of player productivity that better correspond to those familiar among earlier media and that concentrate on, although are not limited to, the narrative and "textual" level of games instead of simulation and structure, which are examined in Part 2: Videogames as configurative performances. For Newman, "walkthrough writing [as broadly discussed in Part 2] largely eschews discussion of the videogame as a representational system and instead treats it as a simulation model with inputs and outputs as a series of complex mathematical models, logical systems and programming loops" (p. 119). While various aspects of the technology of videogames are discussed throughout the book, Part 3: Videogames as technology con