Unit operations: an approach to videogame criticism
This is a critical approach that marries literary theory and information technology, reading digital and cultural artefacts - whether videogames, literature, or film - as configurative systems of interlocking units of meaning.
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge, Mass. [u.a.]
MIT Press
2006
|
Schlagworte: | |
Online-Zugang: | Klappentext Inhaltsverzeichnis |
Zusammenfassung: | This is a critical approach that marries literary theory and information technology, reading digital and cultural artefacts - whether videogames, literature, or film - as configurative systems of interlocking units of meaning. |
Beschreibung: | Hier auch später erschienene, unveränderte Nachdrucke |
Beschreibung: | XV, 243 S. |
ISBN: | 026202599X 9780262524872 9780262025997 |
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Datensatz im Suchindex
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adam_text | UNIT OPERATIONS
AN APPROACH TO
VIDEOGAME CRITICISM
IAN
BOGOST
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, interlock¬
ing 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 help technologists better under¬
stand 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, Ziz ek, and McLuhan, and in his analysis of numerous video¬
games 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 collabo¬
ration between the humanities and information technology.
CONTENTS ACKNOWLEDGMENTS VII INTRODUCTION IX I FROM SYSTEMS TO UNITS 1
UNIT OPERATIONS 3 2 STRUCTURALISM AND COMPUTATION 21 3 HUMANISM AND
OBJECT TECHNOLOGY 31 II PROCEDURAL CRITICISM 4 COMPARATIVE VIDEOGAME
CRITICISM 49 5 VIDEOGAXMES AND EXPRESSION 55 6 ENCOUNTERS ACROSS
PLATFORMS 73 III PROCEDURAL SUBJECTIVITY 7 CELLULAR AUTOMATA AND
SIMULATION 93 8 AN ALTERNATIVE TO FUN 111 9 THE SIMULATION GAP 129 IV
FROM DESIGN TO CONFIGURATION 10 COMPLEX NETWORKS 139 11 COMPLEX WORLDS
153 12 CRITICAL NETWORKS 171 NOTES 181 BIBLIOGRAPHY 215 INDEX 239
|
adam_txt |
UNIT OPERATIONS
AN APPROACH TO
VIDEOGAME CRITICISM
IAN
BOGOST
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, interlock¬
ing 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 help technologists better under¬
stand 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, Ziz'ek, and McLuhan, and in his analysis of numerous video¬
games 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 collabo¬
ration between the humanities and information technology.
CONTENTS ACKNOWLEDGMENTS VII INTRODUCTION IX I FROM SYSTEMS TO UNITS 1
UNIT OPERATIONS 3 2 STRUCTURALISM AND COMPUTATION 21 3 HUMANISM AND
OBJECT TECHNOLOGY 31 II PROCEDURAL CRITICISM 4 COMPARATIVE VIDEOGAME
CRITICISM 49 5 VIDEOGAXMES AND EXPRESSION 55 6 ENCOUNTERS ACROSS
PLATFORMS 73 III PROCEDURAL SUBJECTIVITY 7 CELLULAR AUTOMATA AND
SIMULATION 93 8 AN ALTERNATIVE TO FUN 111 9 THE SIMULATION GAP 129 IV
FROM DESIGN TO CONFIGURATION 10 COMPLEX NETWORKS 139 11 COMPLEX WORLDS
153 12 CRITICAL NETWORKS 171 NOTES 181 BIBLIOGRAPHY 215 INDEX 239 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Bogost, Ian |
author_GND | (DE-588)1076684440 |
author_facet | Bogost, Ian |
author_role | aut |
author_sort | Bogost, Ian |
author_variant | i b ib |
building | Verbundindex |
bvnumber | BV021641403 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | AP 15963 AP 99550 |
classification_tum | SOZ 360f |
ctrlnum | (OCoLC)62110050 (DE-599)BVBBV021641403 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Soziologie |
discipline_str_mv | Allgemeines Sport Soziologie |
format | Book |
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isbn | 026202599X 9780262524872 9780262025997 |
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spelling | Bogost, Ian Verfasser (DE-588)1076684440 aut Unit operations an approach to videogame criticism Ian Bogost Cambridge, Mass. [u.a.] MIT Press 2006 XV, 243 S. txt rdacontent n rdamedia nc rdacarrier Hier auch später erschienene, unveränderte Nachdrucke This is a critical approach that marries literary theory and information technology, reading digital and cultural artefacts - whether videogames, literature, or film - as configurative systems of interlocking units of meaning. Computerspelen gtt Filosofische aspecten gtt Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Conception Jeux d'ordinateur - Philosophie Jogos eletrônicos (aspectos sociais) larpcal Jogos eletrônicos (design) larpcal Sociale aspecten gtt Gesellschaft Philosophie Computer games Design Computer games Philosophy Computer games Sociological aspects Videospiel (DE-588)4063465-6 gnd rswk-swf Ästhetik (DE-588)4000626-8 gnd rswk-swf Design (DE-588)4011510-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Soziologie (DE-588)4077624-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Videospiel (DE-588)4063465-6 s Soziologie (DE-588)4077624-4 s Ästhetik (DE-588)4000626-8 s 1\p DE-604 Design (DE-588)4011510-0 s 2\p DE-604 Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014856181&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Klappentext SWBplus Fremddatenuebernahme application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014856181&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Bogost, Ian Unit operations an approach to videogame criticism Computerspelen gtt Filosofische aspecten gtt Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Conception Jeux d'ordinateur - Philosophie Jogos eletrônicos (aspectos sociais) larpcal Jogos eletrônicos (design) larpcal Sociale aspecten gtt Gesellschaft Philosophie Computer games Design Computer games Philosophy Computer games Sociological aspects Videospiel (DE-588)4063465-6 gnd Ästhetik (DE-588)4000626-8 gnd Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd Soziologie (DE-588)4077624-4 gnd |
subject_GND | (DE-588)4063465-6 (DE-588)4000626-8 (DE-588)4011510-0 (DE-588)4010457-6 (DE-588)4077624-4 |
title | Unit operations an approach to videogame criticism |
title_auth | Unit operations an approach to videogame criticism |
title_exact_search | Unit operations an approach to videogame criticism |
title_exact_search_txtP | Unit operations an approach to videogame criticism |
title_full | Unit operations an approach to videogame criticism Ian Bogost |
title_fullStr | Unit operations an approach to videogame criticism Ian Bogost |
title_full_unstemmed | Unit operations an approach to videogame criticism Ian Bogost |
title_short | Unit operations |
title_sort | unit operations an approach to videogame criticism |
title_sub | an approach to videogame criticism |
topic | Computerspelen gtt Filosofische aspecten gtt Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Conception Jeux d'ordinateur - Philosophie Jogos eletrônicos (aspectos sociais) larpcal Jogos eletrônicos (design) larpcal Sociale aspecten gtt Gesellschaft Philosophie Computer games Design Computer games Philosophy Computer games Sociological aspects Videospiel (DE-588)4063465-6 gnd Ästhetik (DE-588)4000626-8 gnd Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd Soziologie (DE-588)4077624-4 gnd |
topic_facet | Computerspelen Filosofische aspecten Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Conception Jeux d'ordinateur - Philosophie Jogos eletrônicos (aspectos sociais) Jogos eletrônicos (design) Sociale aspecten Gesellschaft Philosophie Computer games Design Computer games Philosophy Computer games Sociological aspects Videospiel Ästhetik Design Computerspiel Soziologie |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014856181&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014856181&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT bogostian unitoperationsanapproachtovideogamecriticism |