Tags » Ian Bogost

Identifying the Alien in our Humanity

Look around you. At any given moment, “beings” encircle us from all sides. I’m using a computer on a table, while sitting on chair. Nearby, some window blinds murmur a restless patter and s kettle hisses and whines. 721 more words


Links to a few Videogames Bogost Discussed

Below is a list of places to play or download some of the games that Ian Bogost discussed in the first three chapters of HOW TO DO THINGS WITH VIDEOGAMES: 65 more words

General Interest

There’s another way to think about games. What if games’ role in representation and identity lies not in offering familiar characters for us to embody, but in helping wrest us from the temptation of personal identification entirely?

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Visual Rhetoric_Annotated Bibliography #2

Bogost, I. (2010). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press.

Bogost’s research question is to “suggest that videogames have a unique persuasive power” that is made possible through procedural rhetoric as this type of rhetoric is “tied to the core affordances of the computer,” but that “videogames are computational artifacts that have cultural meaning  1,007 more words

Visual Rhetoric

Algorithms Who Art in Apps, Hallowed Be Thy Code

If you want to understand the status of algorithms in our collective imagination, Ian Bogost proposes the following exercise in his recent essay in the… 3,125 more words


Ian Bogost on The Design of Fun

This is Ian Bogost who writes extensively on videogames and — more importantly — on the nature of videogames. Watch the video above and you’ll get the sense of how this is related to our upcoming lecture on UX design. 1,924 more words


Zed reblogged this on NSDMDH and commented:

I transcribed a YouTube video Ian Bogost's WIRED talk on THE DESIGN OF GAMES and posted it on my Web Design and Technologies class blog. He touched on the material of play and the folly of the idea of "gamification," both relevant in a world that's been so intent on porting our physical world over to a virtual one without delving into what these practices really mean. A good watch if you're into any sort of experience design and/or materialist philosophies. An excerpt from the video:

Fun comes from the attention and care you bring to something  that offers enough freedom of movement, enough play, that such attention matters. And even seemingly stupid, boring activities can be fun as a process (maybe *especially* stupd and boring activities can be). Feeling that you are having fun at something is a sign that you’ve given it respect. When we fail to have fun, we fail to design for it too because we don’t take things seriously enough.