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Unit Operations: An Approach to Videogame Criticism

01 Jan 2006-
TL;DR: 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 and argues for the possibility of real collaboration between the humanities and information technology.
Abstract: 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.
Citations
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Journal ArticleDOI
TL;DR: In this paper, the authors look at World of Warcraft and examine the forms of questing, character development, progress, and sociality developed in the game, and questions emerge about the degree to which using the game is or is not a form of play.
Abstract: While we call them games without much critical reflection, this essay asks how well computer and video games fit into usual understandings of the conceptual and cultural functions of play. In different but related ways, in the writings of both Jacques Derrida and Roger Caillois, play is characterized by a certain kind of rule—a rule that is only quasi-teleological and partially breakable, and is fundamental precisely because of its disconnection from particular cultural contexts. Looking closely at World of Warcraft , and in particular the forms of questing, character development, progress, and sociality developed in the game, questions emerge about the degree to which using the game is or is not a form of play. While often discussed as benefits of contemporary gaming environments, the many connections between games like World of Warcraft and external world contexts (historical, political, and cultural), when joined to the game’s problematic instantiation of play, thus can be seen to lead to deep questions about the game’s cultural and subjective functions.

27 citations

Journal ArticleDOI
TL;DR: In this article, the authors argue that players and their cultural and collective involvements should be taken not as stable categories of research and development but as processes of becoming intertwined with lineages of technological development and disjunction which are the condition of these processes.
Abstract: This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The "and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players and their cultural and collective involvements should be taken not as stable categories of research and development but as processes of becoming intertwined with lineages of technological development and disjunction which are the condition of these processes. Video games are not the least component and proponent of these technological lineages today. The essays collected in this section of the journal issue are described and characterized as offering such a focus on ludic technicity through their diverse but intersecting considerations of game hardware, software, game play, and other practices appropriating game technologies.

27 citations

Journal ArticleDOI
TL;DR: In this paper, the authors argue that the multi-platform Spec Ops: The Line (2012) runs counter to this tradition in recent military entertainment by engendering a host of gameplay displeasures that critique the interactive attractions of mainstream first-and third-person shooters.
Abstract: The vast majority of commercial military-themed video games produced after the September 11, 2001 terrorist attacks celebrate America's War on Terror as a grave but necessary and patriotic undertaking. This essay argues that the multi-platform Spec Ops: The Line (2012) runs counter to this tradition in recent military entertainment (or militainment) by engendering a host of gameplay displeasures that critique the interactive attractions of mainstream first- and third-person shooters. In particular, the game's brutal mise-en-scene, its intertextual references to popular war media, and its real and imagined opportunities for player choice create a discordant feeling that lays bare the problematic ease with which most video war games indulge in their nationalistic power fantasies. The result is a game that wields its affective distance as a critique of the necessary illusion that all military shooters trade in, but one that so few acknowledge.

27 citations


Cites background from "Unit Operations: An Approach to Vid..."

  • ...…machinima projects are but a few ways that artists, educators, critics, and designers have critiqued the game industry’s virtual war profiteering and its public relations efforts in games like America’s Army (see, Galloway, 2006, Chapter 5; Bogost, 2006b; Chan, 2010; and Chien 2010, respectively)....

    [...]

  • ...Game scholars have given different names to this virtual loss of faith; Bogost (2006a) calls it “simulation fever” (p. 108), and Galloway (2006) says such disagreements fail his “congruence requirement” (p. 78)....

    [...]

Journal ArticleDOI
TL;DR: In this article, games and culture 2017, Vol. 12(2) 156-178, doi 10.1177/1555412015587802.Manuscript.
Abstract: Manuscript. Published version available in Games and Culture 2017, Vol. 12(2) 156-178, doi 10.1177/1555412015587802

26 citations


Cites background from "Unit Operations: An Approach to Vid..."

  • ...Arguing in a similar direction, Bogost (2008) defines simulation as ‘‘a representation of a source system via a less complex system [that] informs the user’s understanding of the source system in a subjective way’’ (p. 98)....

    [...]

Proceedings ArticleDOI
03 Nov 2008
TL;DR: This paper provides a conceptual framework that explains how people's engagement with games is changing as a result of new types of interfaces, hardware, and games.
Abstract: This paper provides a conceptual framework that explains how people's engagement with games is changing as a result of new types of interfaces, hardware, and games. Neo-immersive games move gaming out of the box and into the real world by creating engaging new interfaces and controllers, while at the same time creating games well suited to the casual user. It expands what it means to "play the game" or "be in the game." This subtle shift of perspective allows us to explain the success of recent game titles such as Guitar Hero and the Wii platform.

26 citations


Cites background from "Unit Operations: An Approach to Vid..."

  • ...Yet, many contemporary scholars do not accept that play is separate from and contrary to everyday life [12], [13]....

    [...]

References
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Journal ArticleDOI
TL;DR: In this paper, it is argued that the degree of overlap of two individuals' friendship networks varies directly with the strength of their tie to one another, and the impact of this principle on diffusion of influence and information, mobility opportunity, and community organization is explored.
Abstract: Analysis of social networks is suggested as a tool for linking micro and macro levels of sociological theory. The procedure is illustrated by elaboration of the macro implications of one aspect of small-scale interaction: the strength of dyadic ties. It is argued that the degree of overlap of two individuals' friendship networks varies directly with the strength of their tie to one another. The impact of this principle on diffusion of influence and information, mobility opportunity, and community organization is explored. Stress is laid on the cohesive power of weak ties. Most network models deal, implicitly, with strong ties, thus confining their applicability to small, well-defined groups. Emphasis on weak ties lends itself to discussion of relations between groups and to analysis of segments of social structure not easily defined in terms of primary groups.

37,560 citations

Journal ArticleDOI
TL;DR: The discipline and practice of qualitative research have been extensively studied in the literature as discussed by the authors, including the work of Denzin and Denzin, and their history in sociology and anthropology, as well as the role of women in qualitative research.
Abstract: Introduction - Norman K Denzin and Yvonna S Lincoln The Discipline and Practice of Qualitative Research PART ONE: LOCATING THE FIELD Qualitative Methods - Arthur J Vidich and Stanford M Lyman Their History in Sociology and Anthropology Reconstructing the Relationships between Universities and Society through Action Research - Davydd J Greenwood and Morten Levin For Whom? Qualitative Research, Representations and Social Responsibilities - Michelle Fine et al Ethics and Politics in Qualitative Research - Clifford G Christians PART TWO: PARADIGMS AND PERSPECTIVES IN TRANSITION Paradigmatic Controversies, Contradictions and Emerging Confluences - Yvonna S Lincoln and Egon G Guba Three Epistemological Stances for Qualitative Inquiry - Thomas A Schwandt Interpretivism, Hermeneutics and Social Constructionism Feminisms and Qualitative Research at and into the Millennium - Virginia L Olesen Racialized Discourses and Ethnic Epistemologies - Gloria Ladson-Billings Rethinking Critical Theory and Qualitative Research - Joe L Kincheloe and Peter McLaren Cultural Studies - John Frow and Meaghan Morris Sexualities, Queer Theory and Qualitative Research - Joshua Gamson PART THREE: STRATEGIES OF INQUIRY The Choreography of Qualitative Research Design - Valerie J Janesick Minuets, Improvisations and Crystallization An Untold Story? Doing Funded Qualitative Research - Julianne Cheek Performance Ethnography - Michal M McCall A Brief History and Some Advice Case Studies - Robert E Stake Ethnography and Ethnographic Representation - Barbara Tedlock Analyzing Interpretive Practice - Jaber F Gubrium and James A Holstein Grounded Theory - Kathy Charmaz Objectivist and Constructivist Methods Undaunted Courage - William G Tierney Life History and the Postmodern Challenge Testimonio, Subalternity and Narrative Authority - John Beverley Participatory Action Research - Stephen Kemmis and Robin McTaggart Clinical Research - William L Miller and Benjamin F Crabtree PART FOUR: METHODS OF COLLECTING AND ANALYZING EMPIRICAL MATERIALS The Interview - Andrea Fontana and James H Frey From Structured Questions to Negotiated Text Rethinking Observation - Michael V Angrosino and Kimberly A Mays de Perez From Method to Context The Interpretation of Documents and Material Culture - Ian Hodder Re-Imagining Visual Methods - Douglas Harper Galileo to Neuromancer Auto-Ethnography, Personal Narrative, Reflexivity - Carolyn Ellis and Arthur P Bochner Researcher as Subject Data Management and Analysis Methods - Gery W Ryan and H Russell Bernard Software and Qualitative Research - Eben A Weitzman Analyzing Talk and Text - David Silverman Focus Groups in Feminist Research - Esther Madriz Applied Ethnography - Erve Chambers PART FIVE: THE ART AND PRACTICES OF INTERPRETATION, EVALUATION AND REPRESENTATION The Problem of Criteria in the Age of Relativism - John K Smith and Deborah K Deemer The Practices and Politics of Interpretation - Norman K Denzin Writing - Laurel Richardson A Method of Inquiry Anthropological Poetics - Ivan Brady Understanding Social Programs through Evaluation - Jennifer C Greene Influencing the Policy Process with Qualitative Research - Ray C Rist PART SIX: THE FUTURE OF QUALITATIVE RESEARCH Qualitative Inquiry - Mary M Gergen and Kenneth J Gergen Tensions and Transformations The Seventh Moment - Yvonna S Lincoln and Norman K Denzin Out of the Past

26,318 citations

Book
01 Jan 1927
TL;DR: In this paper, the authors present an interpretation of Dasein in terms of temporality, and the Explication of Time as the Transcendental Horizon for the Question of Being.
Abstract: Translators' Preface. Author's Preface to the Seventh German Edition. Introduction. Exposition of the Question of the Meaning of Being. 1. The Necessity, Structure, and Priority of the Question of Being. 2. The Twofold Task of Working out the Question of Being. Method and Design of our Investigation. Part I:. The Interpretation of Dasein in Terms of Temporality, and the Explication of Time as the Transcendental Horizon for the Question of Being. 3. Preparatory Fundamental Analysis of Dasein. Exposition of the Task of a Preparatory Analysis of Dasein. Being-in-the-World in General as the Basic State of Dasein. The Worldhood of the World. Being-in-the-World as Being-with and Being-One's-Self. The 'they'. Being-in as Such. Care as the Being of Dasein. 4. Dasein and Temporality. Dasein's Possibility of Being-a-Whole, and Being-Towards-Death. Dasein's Attestation of an Authentic Potentiality-for-Being, and Resoluteness. Dasein's Authentic Potentiality-for-Being-a-Whole, and Temporality as the Ontological Meaning of Care. Temporality and Everydayness. Temporality and Historicality. Temporality and Within-Time-Ness as the Source of the Ordinary Conception of Time. Author's Notes. Glossary of German Terms. Index.

16,708 citations

Book
01 Jan 1988
TL;DR: In this paper, the authors present a very different view of the arts of practice in a very diverse culture, focusing on the use of ordinary language and making do in the art of practice.
Abstract: Preface General Introduction PART I: A VERY ORDINARY CULTURE I. A Common Place: Ordinary Language II. Popular Cultures: Ordinary Language III. Making Do: Uses and Tactics PART II: THEORIES OF THE ART OF PRACTICE IV. Foucault and Bourdieu V. The Arts of Theory VI. Story Time PART III: SPATIAL PRACTICES VII. Walking in the City VIII. Railway Navigation and Incarceration IX. Spatial Stories PART IV: Uses of Language X. The Scriptural Economy XI. Quotations of Voices XII. Reading as Poaching PART V: WAYS OF BELIEVING XIII. Believing and Making People Believe XIV. The Unnamable Indeterminate Notes

10,978 citations

Book
01 Jan 1984
TL;DR: In this article, the status of science, technology, and the arts, the significance of technocracy, and how the flow of information is controlled in the Western world are discussed.
Abstract: Many definitions of postmodernism focus on its nature as the aftermath of the modern industrial age when technology developed. This book extends that analysis to postmodernism by looking at the status of science, technology, and the arts, the significance of technocracy, and the way the flow of information is controlled in the Western world.

10,912 citations