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How to Talk about Videogames, Bogost Ian


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Автор: Bogost Ian
Название:  How to Talk about Videogames
Перевод названия: Ян Богост: Как разговаривать о видеоиграх
ISBN: 9780816699124
Издательство: Mare Nostrum (Eurospan)
Классификация:


ISBN-10: 0816699127
Обложка/Формат: Paperback
Страницы: 208
Вес: 0.26 кг.
Дата издания: 15.11.2015
Серия: Electronic mediations
Язык: English
Размер: 218 x 141 x 16
Ключевые слова: Popular culture,Media studies,Graphical & digital media applications, COMPUTERS / Digital Media / General,SOCIAL SCIENCE / General,SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Popular Culture
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Поставляется из: Англии
Описание: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
Дополнительное описание: Popular culture|Media studies|Graphical and digital media applications



Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games

Автор: Bogost Ian
Название: Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games
ISBN: 0465051723 ISBN-13(EAN): 9780465051724
Издательство: Little Brown
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Описание: How filling life with play whether soccer or lawn mowing, counting sheep or tossing Angry Birds forges a new path for creativity and joy in our impatient age
Life is no game. It s demanding, boring, and rarely fun. But what if we ve got games wrong? Playing anything whether an instrument, a sport, or a video game takes hard work and makes absurd demands. Where s the fun in that?
In "Play Anything," acclaimed philosopher and award-winning game designer Ian Bogost reveals that play isn t a mindless escape from boring reality. Instead, play is what happens when we accept limitations, narrow our focus, and consequently have fun. Which is also how to live a good life. Manipulating cards to make a poker hand is no different than treating chores and obligations as tools but which we can discover new happiness.
Ranging from Internet culture to moral philosophy, from ancient poetics to modern consumerism, "Play Anything" reveals how today s chaotic world can only be tamed and enjoyed when we first impose boundaries on ourselves.
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Geek`s chihuahua

Автор: Bogost, Prof. Ian
Название: Geek`s chihuahua
ISBN: 0816699135 ISBN-13(EAN): 9780816699131
Издательство: Mare Nostrum (Eurospan)
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Описание: At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair of “living with Apple” during the height of the company’s market influence and technology dominance. The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of “hyperemployment”-the constant overwork of today’s technological life that all of us now experience. Bogost also reflects on the new potential function-as well as anxiety and anguish-of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that’s just life-anxious, overworked, and utterly networked life. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.

How to Do Things with Videogames

Автор: Bogost Ian
Название: How to Do Things with Videogames
ISBN: 081667647X ISBN-13(EAN): 9780816676477
Издательство: Marston Book Services
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Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation

Unit operations

Автор: Bogost, Ian
Название: Unit operations
ISBN: 0262524872 ISBN-13(EAN): 9780262524872
Издательство: MIT Press
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Описание:

In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium -- from videogames to poetry, literature, cinema, or art -- can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."

The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.


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