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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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Book
22 Aug 2019
TL;DR: This chapter describes the ‘circuits of cultural software’ as a framework that guides the book and its analysis; offers a preliminary definition of game engines; and introduces the Unity game engine as the book’s core case study.
Abstract: Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.

38 citations

Journal ArticleDOI
TL;DR: In this article, the authors examine the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor's principles of scientific management, or Taylorism, by making work seem more like leisure time.
Abstract: By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor’s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour and leisure for the benefit of businesses (rather than for the benefit or fulfillment of workers), gamification potentially subjugates all time into productive time, even as business leaders use games to mask all labour as something to be enjoyed. In so doing, this study argues, the agency of individuals— whether worker or player—becomes subject to the rationalized nature of production. This rationalization changes the nature of play, making it a duty rather than a choice, a routine rather than a process of exploration. Taken too far or used unthinkingly, it renders Huizinga’s magic circle into one more regulated office cubicle.

38 citations


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

  • ...Since these early publications, Bogost has subsequently come out against gamification as it is often practiced, most notably in his Atlantic article ‘Gamification is Bullshit’ (2011). In response to the For the Win symposium, Bogost argues that businesses are taking the mysterious...

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Dissertation
04 Oct 2013
TL;DR: In this paper, the design of new media technologies for engaging the public on the political aspects of urban sustainability is explored, focusing on new media's "responsive aesthetics" and asking, how are interactive experiences designed to mediate the underlying political culture of sustainability?
Abstract: This dissertation explores the design of new media technologies for engaging the public on the political aspects of urban sustainability. Focusing on new media’s “responsive aesthetics”, it asks, how are interactive experiences designed to mediate the underlying political culture of sustainability? In order to provide initial answers to this question, this dissertation draws on phenomenological approaches to the philosophy of technology, critical theory and contemporary work in HumanComputer Interaction (HCI), to develop a framework for considering the politicizing aspects of interactive experiences. At its centre is a conception of interactivity as a form of world disclosure that mediates being, perception, action and meaning. The validity and utility of the conceptual framework is demonstrated with a variety of case studies that include Mash Notes, a public interactive installation; MetroQuest, a sustainability decision support tool; public engagement processes facilitated by UBC’s Collaborative for Advanced Landscape Planning (CALP); and several “serious” games. The design of interactive experiences is discussed on the background of what is identified here as an incipient turn to experience in environmental communication. Perceived as a response to the decline of the dominant science communication paradigm, known as the information deficit model, the turn to experience is explained as an appeal to resonant, felt, meaningful aspects of the public’s perception of, and engagement with, environmental issues. It is illustrated by two communicative strategies: the first aims to evoke resonant experiences with politicizing effects, while the second aims to create consonance between the public’s everyday experiences and the issues underpinning political decision-making. The dissertation’s critical analysis of the relations between politics and design aims to provide environmental communicators with a better understanding of the potentials and limitations of designing interactive experiences to engage the public on sustainability, and provide technology designers with a more comprehensive and nuanced conception of the political significance of their creations.

38 citations


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

  • ...Similarly, but with a vocabulary grounded in rhetoric,(73) game designer Ian Bogost (2007) argues that the persuasiveness of new media technologies is premised in what he calls their “procedural rhetoric”: “the art of persuasion through rule-based...

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  • ...When doing so, I often rely on critical approaches to interaction design,(38) and in particular the way game designer Ian Bogost (2007) understands the distinctness of interactivity as a way to model and translate “source worlds” into sequentially processed rules that are then expressed as a set of interactive affordances....

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  • ...Procedurality thus expresses the way digital computation works by translating a myriad worldly phenomena into a series of discrete, individualized units (Bogost, 2006)....

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  • ...As game designer Ian Bogost (2007) argues, the way sequentially processed rules construct the digital environment while regulating user behaviour within that environment illustrates the expressive and persuasive capacity of...

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01 Jan 1997

37 citations

Journal ArticleDOI
TL;DR: In this article, the authors try to clarify the place of the handheld controller in computer game aesthetics, starting from the premise that aesthetic form, perhaps the central category of modernist critical theo...
Abstract: This paper tries to clarify the place of the handheld controller in computer game aesthetics. It starts from the premise that aesthetic form, perhaps the central category of modernist critical theo...

37 citations


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

  • ...There is a formal continuity between the configuration of digits and the structured, dynamic action sequences in the program and on the screen— sequences that Ian Bogost calls ‘‘unit operations’’ (Bogost, 2006)....

    [...]

References
More filters
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