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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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Journal ArticleDOI
Russell W. Belk1
TL;DR: In this paper, a conceptual update of the extended self was proposed to revitalize the concept, incorporate the impacts of digitization, and provide an understanding of consumer sense of self in today's technological environment.
Abstract: The extended self was proposed in 1988. Since it was formulated, many technological changes have dramatically affected the way we consume, present ourselves, and communicate. This conceptual update seeks to revitalize the concept, incorporate the impacts of digitization, and provide an understanding of consumer sense of self in today’s technological environment. It is necessarily a work in progress, for the digital environment and our behavior within it continue to evolve. But some important changes are already clear. Five changes with digital consumption are considered that impact the nature of self and the nature of possessions. Needed modifications and additions to the extended self are outlined, and directions for future research are suggested. The digital world opens a host of new means for self-extension, using many new consumption objects to reach a vastly broader audience. Even though this calls for certain reformulations, the basic concept of the extended self remains vital.

1,135 citations


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

  • ...In The Sims, consumption is the raison d’être for playing the game and includes buying a house and filling it with consumer goods (Bogost 2006; Molesworth 2006)....

    [...]

MonographDOI
01 Jan 2011
TL;DR: Bryant as mentioned in this paper proposes that objects are dynamic systems that relate to the world under conditions of operational closure and develops a realist ontology, called -onticology-, which argues that being is composed entirely of objects, properties, and relations.
Abstract: In The Democracy of Objects Bryant proposes that we break with the epistemological tradition and once again initiate the project of ontology as first philosophy. Bryant develops a realist ontology, called -onticology-, which argues that being is composed entirely of objects, properties, and relations. Bryant proposes that objects are dynamic systems that relate to the world under conditions of operational closure.

503 citations

Journal ArticleDOI
TL;DR: In this paper, the authors argue that games are domains of contrived contingency, capable of generating emergent practices and interpretations, and are intimately connected with everyday life to a degree heretofore poorly understood.
Abstract: Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new opportunities for advancing our understanding of the relationship of games to society. The author offers a new approach to games that stresses them as characterized by process. Games, the author argues, are domains of contrived contingency, capable of generating emergent practices and interpretations, and are intimately connected with everyday life to a degree heretofore poorly understood. This approach is both consistent with a range of existing social theory and avoids many of the limitations that have characterized much games scholarship to date, in particular its tendency toward unsustainable formalism and exceptionalism. Rather than seeing gaming as a subset of play, and therefore as an activity that is inherently separable, safe, and pleasurable, the author offers a pragmatic rethinking of games as social artifacts in their own right that are always in the process of becoming. This ...

343 citations


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

  • ...…in Janet Murray’s (1997) term, its procedurality—this kind of unpredictability becomes a powerful and implicit aspect of computer games, as Ian Bogost (2006) has discussed.8 Another source of contingency is social contingency (MacIntyre, 1984, pp. 97-99, called this “game-theoretic”…...

    [...]

Book
01 Jan 2011
TL;DR: This book gives Graham Harman's most forceful critique to date of philosophies that reject objects as a primary reality and introduces the term ontography as the study of the different possible permutations of objects and qualities.
Abstract: "Harman's style often evokes that of a William James merged with the spirit of H.P. Lovecraft." Olivier Surel in Actu Philosophia In this book the metaphysical system of Graham Harman is presented in lucid form, aided by helpful diagrams. In Chapter 1, Harman gives his most forceful critique to date of philosophies that reject objects as a primary reality. All such rejections are tainted by either an "undermining" or "overmining" approach to objects. In Chapters 2 and 3, he reviews his concepts of sensual and real objects. In the process, he attacks the prestige normally granted to philosophies of human access, which Harman links for the first time to the already discredited "Menos Paradox." In Chapters 4 through 7, Harman brings the reader up to speed on his interpretation of Heidegger, which culminates in a fourfold structure of objects linked by indirect causation. In Chapter 8, he speculates on the implications of this theory for the debate over panpsychism, which Harman both embraces and rejects. In Chapters 9 and 10, he introduces the term "ontography" as the study of the different possible permutations of objects and qualities, which he simplifies with easily remembered terminology drawn from standard playing cards.

339 citations

Book
18 Jun 2012
TL;DR: This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay in games and learns how to visualize and simulate game mechanics in order to design better games.
Abstract: This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. Youll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, youll practice what youve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, youll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanicsfrom a library in this bookto improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now! -- Raph Koster, author of A Theory of Fun for Game Design.

192 citations

References
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Book
14 May 2002
TL;DR: An ink jet comprises an elastic tubular member characterized by piezoelectric properties that is terminated in an orifice adapted to pass droplets of ink when the chamber formed within the tubular members is reduced in size.
Abstract: The first book to explore the hot new science of networks and their impact on nature, business, medicine, and everyday life. }In the 1980's, James Gleick's Chaos introduced the world to complexity. Now, Albert-Lszl Barabsi's Linked reveals the next major scientific leap: the study of networks. We've long suspected that we live in a small world, where everything is connected to everything else. Indeed, networks are pervasive--from the human brain to the Internet to the economy to our group of friends. These linkages, it turns out, aren't random. All networks, to the great surprise of scientists, have an underlying order and follow simple laws. Understanding the structure and behavior of these networks will help us do some amazing things, from designing the optimal organization of a firm to stopping a disease outbreak before it spreads catastrophically.In Linked, Barabsi, a physicist whose work has revolutionized the study of networks, traces the development of this rapidly unfolding science and introduces us to the scientists carrying out this pioneering work. These "new cartographers" are mapping networks in a wide range of scientific disciplines, proving that social networks, corporations, and cells are more similar than they are different, and providing important new insights into the interconnected world around us. This knowledge, says Barabsi, can shed light on the robustness of the Internet, the spread of fads and viruses, even the future of democracy. Engaging and authoritative, Linked provides an exciting preview of the next century in science, guaranteed to be transformed by these amazing discoveries.From Linked:This book has a simple message: think networks. It is about how networks emerge, what they look like, and how they evolve. It aims to develop a web-based view of nature, society, and technology, providing a unified framework to better understand issues ranging from the vulnerability of the Internet to the spread of diseases. Networks are present everywhere. All we need is an eye for them...We will see the challenges doctors face when they attempt to cure a disease by focusing on a single molecule or gene, disregarding the complex interconnected nature of the living matter. We will see that hackers are not alone in attacking networks: we all play Goliath, firing shots at a fragile ecological network that, without further support, could soon replicate our worst nightmares by turning us into an isolated group of species...Linked is meant to be an eye-opening trip that challenges you to walk across disciplines by stepping out of the box of reductionism. It is an invitation to explore link by link the next scientific revolution: the new science of networks. }

2,625 citations

Journal ArticleDOI
TL;DR: In this paper, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age, and relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist subject in cybernetic discourse, along with the emergence of the ''posthuman''.
Abstract: From the Publisher: In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the \"bodies\" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans \"beamed\" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist \"subject\" in cybernetic discourse, along with the emergence of the \"posthuman.\" Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.

2,603 citations

Book
15 Jan 1992
TL;DR: In a rented convent in Santa Fe, a revolution has been brewing: Nobel Laureates in physics and economics such as Murray Gell-Mann and Kenneth Arrow, and pony-tailed graduate students, mathematicians, and computer scientists down from Los Alamos are gathering novel ideas about interconnectedness, coevolution, chaos, structure, and order and forging them into an entirely new, unified way of thinking about nature, human social behavior, life, and the universe itself.
Abstract: In a rented convent in Santa Fe, a revolution has been brewing. The activists are not anarchists, but rather Nobel Laureates in physics and economics such as Murray Gell-Mann and Kenneth Arrow, and pony-tailed graduate students, mathematicians, and computer scientists down from Los Alamos. They've formed an iconoclastic think tank called the Santa Fe Institute, and their radical idea is to create a new science called complexity. These mavericks from academe share a deep impatience with the kind of linear, reductionist thinking that has dominated science since the time of Newton. Instead, they are gathering novel ideas about interconnectedness, coevolution, chaos, structure, and order - and they're forging them into an entirely new, unified way of thinking about nature, human social behavior, life, and the universe itself. They want to know how a primordial soup of simple molecules managed to turn itself into the first living cell - and what the origin of life some four billion years ago can tell us about the process of technological innovation today. They want to know why ancient ecosystems often remained stable for millions of years, only to vanish in a geological instant - and what such events have to do with the sudden collapse of Soviet communism in the late 1980s. They want to know why the economy can behave in unpredictable ways that economists can't explain - and how the random process of Darwinian natural selection managed to produce such wonderfully intricate structures as the eye and the kidney. Above all, they want to know how the universe manages to bring forth complex structures such as galaxies, stars, planets, bacteria, plants, animals, and brains. There are commonthreads in all of these queries, and these Santa Fe scientists seek to understand them. Complexity is their story: the messy, funny, human story of how science really happens. Here is the tale of Brian Arthur, the Belfast-born economist who stubbornly pushed his theories of economic ch

2,589 citations

Book
01 Jan 1958
TL;DR: The Tale as a Whole describes the ways in which Stories are Combined and the Attributes of Dramatis Personae and their Significance, as well as some other Elements of the Tale.
Abstract: Preface to the Second Edition Introduction to the Second Edition Introduction to the First Edition Acknowledgements Author's Foreword I. On the History of the Problem II. The Method and Material III. The Functions of Dramatis Personae IV. Assimilations: Cases of the Double Morphological Meaning of a Single Function V. Some Other Elements of the Tale A. Auxiliary Elements for the Interconnection of Functions B. Auxiliary Elements in Trebling C. Motivations VI. The Distribution of Functions Among Dramatis Personae VII. Ways in Which New Characters Are Introduced into the Course of Action VIII. On the Attributes of Dramatis Personae and their Significance IX. The Tale as a Whole A. The Ways in Which Stories Are Combined B. An Example of Analysis of a Tale C. The Problem of Classification D. On the Relationship of Particular Forms of Structure to the General Pattern E. The Problem of Composition and Theme, and of Themes and Variants F. Conclusion

2,401 citations

Book
01 May 1990
TL;DR: Booch gives practical guidance for the construction of complex object-oriented design methods and draws on his extensive experience in developing very large software systems to illuminate the complex challenges and potential problems developers often face.
Abstract: Booch gives practical guidance for the construction of complex object-oriented design methods. A pioneer in the area, he draws on his extensive experience in developing very large software systems to illuminate both the complex challenges and potential problems developers often face.

2,312 citations