Unit Operations: An Approach to Videogame Criticism
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7 citations
Cites background from "Unit Operations: An Approach to Vid..."
...Ian Bogost’s research (2006; 2007) moves from this assumption in order to understand how video games can convey meaning through rules and procedures. Bogost defines configuration the operations that the player executes within the procedural environment of a video game; in other words, according to Bogost facing a procedural medium means choosing which procedures need to be actualized from time to time or, using the terminology proposed by N. Katherine Hayles’ (1999), determining a subjective pattern within randomness....
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...Ian Bogost’s research (2006; 2007) moves from this assumption in order to understand how video games can convey meaning through rules and procedures. Bogost defines configuration the operations that the player executes within the procedural environment of a video game; in other words, according to Bogost facing a procedural medium means choosing which procedures need to be actualized from time to time or, using the terminology proposed by N. Katherine Hayles’ (1999), determining a subjective pattern within randomness. In evoking subjectivity as a defining trait of gameplay, Bogost refers to the fact that playing a video game means approaching «the myriad configurations the player might construct to see the ways the processes inscribed in the system work» (2007: 42). A more radical reading of this communicative asymmetry is offered by German media scholar Claus Pias (2011), who claims that «[a] game program is thus not only a set of instructions, a kind of law code for the world of the particular game, that I have the duty to follow when I am in the company of computers, but at the same time also a police agent that precisely monitors my actions» (Pias, 2011: 179)....
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...As noted by Murray (1997) and Bogost (2006), procedurality is not exclusive to computer games; most computational media ask their interactors to initiate or respond to different procedures....
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7 citations
7 citations
Cites background from "Unit Operations: An Approach to Vid..."
...As Ian Bogost points out, “Instead of standing outside the world in utter isolation, games provide a two-way street through which players and their ideas can enter and exit the game, taking and leaving their residue in both directions” (Bogost, 2006, p. 135)....
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7 citations
Cites background from "Unit Operations: An Approach to Vid..."
...In Bogost’s classic volume (2007), procedural rhetoric was presented as the prime mechanism responsible for successful game-based persuasion. Since then, De la Hera (2019) has developed a theoretical argument in favor of a wider set of persuasive dimensions (see Figure 1....
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...Persuasive Games, A Decade Later 29 Ian Bogost 3....
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...It is more than a decade ago that Ian Bogost published Persuasive Games (2007)....
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..., Bogost, 2007; De la Hera, 2013; Ferrari, 2010; Frasca, 2007). In Bogost’s classic volume (2007), procedural rhetoric was presented as the prime mechanism responsible for successful game-based persuasion....
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...In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost (2007) has called ‘persuasive games’, that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors....
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7 citations
Cites background from "Unit Operations: An Approach to Vid..."
...player's mental model of its unit-operational rules, then game criticism would do well to give voice to these mental models and the ideology they communicate” [Bogost 2006]....
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...If game play requires a leap of faith the gap to besurmounted is Bogost s notion of simulation: "A simulation is the gap between the rule-based representation of a source system and a user's subjectivity" [Bogost 2006]....
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...If game play requires a leap of faith the gap to be surmounted is Bogost’s notion of simulation: "A simulation is the gap between the rule-based representation of a source system and a user's subjectivity" [Bogost 2006]....
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...Bogost s aim is to broaden the discussionof Game Studies: If the experience of a game takes place in theplayer's mental model of its unit-operational rules, then game criticism would do well to give voice to these mental models and the ideology they communicate [Bogost 2006]....
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...However, the work of select authors [Bateson 1972; Bogost 2006; Gee 2003; Goffman 1974; Jenkins 2004; Juul 2005; Salen & Zimmerman 2003; Suits 1990 etc.] suggest that border and boundaries theoriesas currently formulated are inadequate to explain the full dynamicof immersion in game play or…...
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