Unit Operations: An Approach to Videogame Criticism
Citations
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Cites background from "Unit Operations: An Approach to Vid..."
...Bogost (2007), writes about procedural rhetoric, and how games can act persuasively through their rules and mechanics, ideally in a positive way, but he does not seem to acknowledge that procedural rhetoric and persuasive videogames might be used as a channel for propaganda, and speaks about America’s Army ́s particular representation of war (e....
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...Directly related to videogames is procedural rhetoric, described by Bogost (2007) as «the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures» (p. ix). This particular type of persuasion is typical of computers, since they run processes, and is not therefore exclusive to videogames, but videogames are able to express it in a way that other software do not. Ordinary software (word processor, photo editing applications, etc.) is commonly used to create expressive artefacts, while videogames are computational artefacts that have meaning as computational artefacts. (id.). However, as Sicart (2011) and de La Hera Conde-Pumpido (2014, p....
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...Directly related to videogames is procedural rhetoric, described by Bogost (2007) as «the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures» (p....
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...For Bogost (2006) procedurality is possibly the most important characteristic of videogames. Other research stresses the importance of interactivity (Mäyrä, 2008, p.6). With the development of the field, there has been an influx of scholars from different disciplines favouring a more humanistic approach to the study of videogames, which gave rise to the “ludology vs. narratology” debate (Kokonis, 2014). Ludology was a term introduced by Frasca (1999) calling for a discipline dedicated to studying games and play activities with its own theoretical frameworks and methodologies. Juul (1999) pointed out this necessity as well, noting that videogames devoid of any narrative elements do in fact exist, that being the particular strength of the medium....
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...For Bogost (2006) procedurality is possibly the most important characteristic of videogames. Other research stresses the importance of interactivity (Mäyrä, 2008, p.6). With the development of the field, there has been an influx of scholars from different disciplines favouring a more humanistic approach to the study of videogames, which gave rise to the “ludology vs. narratology” debate (Kokonis, 2014). Ludology was a term introduced by Frasca (1999) calling for a discipline dedicated to studying games and play activities with its own theoretical frameworks and methodologies....
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4 citations
4 citations
4 citations
Cites background from "Unit Operations: An Approach to Vid..."
...Ian Bogost (2006), in his book Unit Operations, gives some credence to reflection and interpretation....
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...Scholars such as Bogost (2011) would likely argue this game does not lend itself...
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...Some game scholars (Bogost, 2006; Bogost, 2011; Sicart, 2009; Sicart 2013) believe a degree of moral reflection happens, but primarily in indy games that few people actually play....
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...Scholars such as Bogost (2011) and Sicart (2009, 2013) are adamant that an ethical perspective in games cannot come from a position of power, yet in this instance it was precisely my position of power that my reflection...
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...Bogost (2011) holds a position similar to Sicart’s regarding the ethical implications of playing weak and/or hindered avatars....
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References
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