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Book

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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01 Jan 2014
TL;DR: This book aims to provide a history of skateboarding in the sport and some of the techniques used have been described as innovative and effective.
Abstract: .............................................................................................................................. ii Dedication .......................................................................................................................... iii Acknowledgments.............................................................................................................. iv Vita ...................................................................................................................................... v List of Figures .................................................................................................................. vii

3 citations

01 Jan 2013
TL;DR: This article used computer-aided text analysis (CATA) supplemented with human coding to identify typological differences between film and video game reviews, as well as differences in theory usage and critical thought and style.
Abstract: The purpose of this study is to evaluate the current critical climate in popular online video game reviews (i.e., video game criticism written for a general audience). So far, most of the research published in this area focuses on how the reviews reflect the games themselves, rather than strictly examining the content of the reviews in this growing body of literature. This study uses computer-aided text analysis (CATA) supplemented with human coding to identify typological differences between film and video game reviews, as well as differences in theory usage and critical thought and style. Video game reviews are more concerned with the price of the work being reviewed, supporting the notion for a utility theory of video games. Game reviewers also tend to find redeeming qualities even in very flawed games, suggesting they are either overly passionate and/or concerned about keeping advertisers happy. Although not at the exceedingly high levels as previous studies, the author finds support for using usability heuristics (e.g., responsiveness of controls, use of in-game tutorials) to review games. Neither body of popular criticism examined delves deeply into theoretical frameworks for auteur or feminist theories, but discussion is provided as to how the reviewers could address these issues should they choose to do so.

3 citations


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

  • ...Bogost (2008) is keen to pick up on this....

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  • ...determine what sort of elements to expect in the narrative (Bogost, 2008)....

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  • ...Several scholars have begun to address differences such as these between video games and other entertainment media, building theories unique to video games, though many still pay respect to existing critical theories (e.g., Aarseth, 1997; Bogost, 2006, 2008; Juul, 2005b; Pearce, 2004)....

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  • ...Genre is often a way to categorize a work and to determine what sort of elements to expect in the narrative (Bogost, 2008)....

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  • ...Indeed, this is in line with what Bogost (2008) suggests, that “video games inherit a mass-market entertainment culture whose primary purpose is the production of low-reflection, high-gloss entertainment” (p. 117)....

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Proceedings ArticleDOI
22 Mar 2009
TL;DR: This work proposes a simulation architecture in which various cellular automata models representing dynamic physical environments can be developed, and allows environment scenarios to evolve independently of simulation models for network protocols and topology.
Abstract: Applications and middleware popular in the study of wireless sensor networks (WSNs) often involve monitoring dynamically changing environments. As the complexity and scale of these applications increase, so does the need for effective comparative analysis. Deterministic benchmarks for head-to-head comparisons, as well as stochastic tests modeling the unpredictability of environmental phenomenon are needed. Approaches employed for ad hoc network simulation are not sufficient, since the network is typically modeled solely in terms of network topology, without a separate model for the physical environment within which the network is deployed. We propose a simulation architecture in which various cellular automata models representing dynamic physical environments can be developed. Our architecture allows environment scenarios to evolve independently of simulation models for network protocols and topology. To verify the architecture, we implement cellular automatons to model different physical systems: the FHP rule describes the motion of particles traveling in a discrete space colliding with each other; the OFC rule describes stress loading and rupture cycles; and a mathematical CA model describing the spread of a fire, incorporating weather (wind) and land topology conditions. We use these rules to effectively model scenarios such as spreading of gas, earthquakes, bridge or building rupture, and forest fires.

3 citations


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

  • ...The discrete time evolutionary changes of interdependent regions result in a model where the complexity of the system as a whole exceeds the complexity of each automaton [11]....

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Journal ArticleDOI
TL;DR: In this article, a procedures of commodification approach is proposed for studying how videogames commodify, based on a combination of classical economics and Ian Bogost's established framework for studying videogame rhetoric.
Abstract: Background. No scholarship exists on videogames that commodify, or contribute to the emergence of objects of trade. Such games are prone to become increasingly common, however, since the popularity of commodification as a policy tool is on the rise. Purpose. A procedures of commodification approach is proposed in this article for studying how videogames commodify. Approach. The approach is based on a combination of classical economics and Ian Bogost’s established framework for studying videogame rhetoric. The resultant framework is suitable for analyzing whether, and how, a game participates in commodity circulation and production. Results. The approach is applied comparatively to two games on livestock welfare production and consumption. Conclusion. The results suggest that rhetorical analysis can be fruitfully combined with systemic social theory.

3 citations


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

  • ...He wished to interpret games as free floating, unpredictable units rather than as functional elements of broader wholes that subordinate or “totalize” their parts (Bogost, 2006, pp. 3-6)....

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Journal ArticleDOI
18 Jun 2018
TL;DR: It is argued that the flow of influences in game design is typically fluid and heterogeneous, and not constrained by genre, and key to this concept of a game design lineage is the role of player practices.
Abstract: Game design is conditioned by the practice, both formal and inormal, of drawing from previous designs as a source of knowledge and inspiration. Innovation in game design is thus often the result of old ideas recombined in novel ways. We propose the concept of the game design lineage as a framework for tracing, analyzing, understanding and explaining the historical significance of specific design elements in games. In addition to game design elements, a design lineage should consider a game’s socio-cultural context, including the design and player practices of its creators, and the relationship between these and the prevailing player practices of the time. We contrast this with approaches that consider individual games as their unit of analysis – e.g. comparing different games with each other and establishing connections between them without considering the historical context of their player practices. We feel this approach, while insightful for understanding changes between games that are superficially similar, risks implying a strict Linnaean-style inheritance pattern (inheritance by genre), and thus struggles to account for games with a diversity of design elements that originate elsewhere. We argue that the flow of influences in game design is typically fluid and heterogeneous, and not constrained by genre. Key to this concept of a game design lineage is the role of player practices; i.e. how players receive, perceive and interact with games, and the ways these have shaped the ideas that are then implemented. We illustrate the game design lineage approach with an analysis of Minecraft’s inventory system, tracing its different elements across multiple games, genres, designers, and player practices.

3 citations

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