Unit Operations: An Approach to Videogame Criticism

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MIT Press, 2008 M01 25 - 264 páginas
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.

Dentro del libro

Contenido

1 Unit Operations
3
2 Structuralism and Computation
21
3 Humanism and Object Technology
31
II Procedural Criticism
47
4 Comparative Videogame Criticism
49
5 Videogames and Expression
55
6 Encounters across Platforms
73
III Procedural Subjectivity
91
9 The Simulation Gap
129
IV From Design to Configuration
137
10 Complex Networks
139
11 Complex Worlds
153
12 Critical Networks
171
Notes
181
Bibliography
215
Index
239

7 Cellular Automata and Simulation
93
8 An Alternative to Fun
111

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Página 75 - La rue assourdissante autour de moi hurlait. Longue, mince, en grand deuil, douleur majestueuse, Une femme passa, d'une main fastueuse Soulevant, balançant le feston et l'ourlet ; Agile et noble, avec sa jambe de statue.
Página 77 - Experience of the aura thus rests on the transposition of a response common in human relationships to the relationship between the inanimate or natural object and man. The person we look at, or who feels he is being looked at, looks at us in turn. To perceive the aura of an object we look at means to invest it with the ability to look at us in return.
Página 21 - ... we examine it accurately, we shall find to be unintelligible, and even absurd. An extension that is neither tangible nor visible cannot possibly be conceived : and a tangible or visible extension, which is neither hard nor soft, black nor white, is equally beyond the reach of human conception. Let any man try to conceive a triangle in general...
Página 112 - Mechanical reproduction of art changes the reaction of the masses toward art. The reactionary attitude toward a Picasso painting changes into the progressive reaction toward a Chaplin movie.
Página 49 - Levi-Strauss opposes to the bricoleur, should be the one to construct the totality of his language, syntax, and lexicon. In this sense the engineer is a myth. A subject who supposedly would be the absolute origin of his own discourse and supposedly would construct it "out of nothing," "out of whole cloth," would be the creator of the verb, the verb itself.
Página 113 - ... on between hand and metal, not to mention how this fluctuates with our moods. Here the camera intervenes with the resources of its lowerings and liftings, its interruptions and isolations, its extensions and accelerations, its enlargements and reductions.
Página 112 - By close-ups of the things around us, by focusing on hidden details of familiar objects, by exploring commonplace milieus under the ingenious 249 guidance of" the camera, the film, on the one hand, extends our comprehension of the necessities which rule our lives; on the other hand, it manages to assure us of an immense and unexpected field of action.
Página 45 - Examples of memes are tunes, ideas, catchphrases, clothes, fashions, ways of making pots or of building arches. Just as genes propagate themselves in the gene pool by leaping from body to body via sperms or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain via a process which, in the broad sense, can be called imitation.
Página 135 - This leads to the definition of play as " — a voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy and consciousness that it is 'different
Página 77 - What this sonnet communicates is simply this: far from experiencing the crowd as an opposed, antagonistic element, this very crowd brings to the city dweller the figure that fascinates. The delight of the urban poet is love—not at first sight, but at last sight.

Acerca del autor (2008)

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010).

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