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Rise of the Videogame Zinesters

How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form

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Paperback published by Seven Stories Press (Seven Stories Press)

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About This Book
"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." 
—Patrick Alexander, Eegra.com

"Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games."
—Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter"

"These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.”
—Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology

"Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." 
—Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative

“Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” 
—Greg Costikyan, author of I Have No Mouth and I Must Design

"Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve."  
—Leigh Alexander, editor-at-large of Gamasutra
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"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." 
—Patrick Alexander, Eegra.com

"Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games."
—Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter"

"These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.”
—Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology

"Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." 
—Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative

“Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” 
—Greg Costikyan, author of I Have No Mouth and I Must Design

"Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve."  
—Leigh Alexander, editor-at-large of Gamasutra
Product Details
Paperback (208 pages)
Published: March 20, 2012
Publisher: Seven Stories Press
Imprint: Seven Stories Press
ISBN: 9781609803728
Other books byAnna Anthropy
  • A Game Design Vocabulary

    A Game Design Vocabulary
    Exploring the Foundational Principles Behind...
    Since the first arcade videogames appeared in the 1970s, publishers have invested billions of dollars in developing more powerful technologies to deliver richer player experiences. Games have often taken a central role in popular culture; in fact, organizations are even attempting to “gamify” traditional business processes. However, our language for understanding, discussing, and designing games has remained primitive — and this has made it more difficult to create great games or intelligently evaluate them.   A Game Design Vocabulary fills this gap, offering a complete shared framework for understanding and evaluating game design — as creators, as players, as students, as game industry decision-makers. Anna Anthropy approaches games through the lens of storytelling and vocabulary, examining the structure of a game, identifying its verbs, adverbs, objects, and showing how game designers develop these elements over the course of a game.   Anthropy uses extensive examples to illuminate abstract concepts in game design. In multiple case studies, she dissects samples from existing games. Every chapter concludes with hands-on design challenges and learning exercises that promote deeper insight — and can be done with or without access to any game development technologies.   Coverage includes: Verbs and objects, the fundamental game characters Scenes, which we use to develop those characters Context, using video and audio to communicate game rules Resistance, our ability to reward or to waste the player's time Designing games holistically, rather than as a collection of parts Chapters will end with design challenges and exercise. There will be additional materials for instructors including, interactive examples, test questions, and group project ideas.

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