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Unit Operations: An Approach to Videogame Criticism

Ian Bogost
TLDR
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.

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DissertationDOI

Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections

RA Clare
TL;DR: In this article, an approach to the gameplay process, informed by cognitive and memory theory, characterises interaction with virtual antiquity as a procedure in which the receiver draws on preconceived notions and ideas of the ancient past to facilitate play.
Dissertation

Narrative, story, intersubjectivity: Formulating a continuum for examining transmedia storytelling

Seth Merlo
TL;DR: In this article, the authors propose a model of a narrative arcology, or superstructure of possible linkages between mediums and nodes in transmedia work, and apply it to transmedia adaptation of William Shakespeare's The Tempest.
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Making Sense of Genre

TL;DR: In this paper, the authors outline the dimension of genre in the field of video games and present a logarithm of the genre dimension in video games in media studies and games.

Games + Learning + Society (GLS) Conference 10.0

TL;DR: The second volume of the annual proceedings for the Games+Learning+Society (GLS) Conference as mentioned in this paper has been published, which offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research, learning sciences, industry, government, media design, and business.
References
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