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Ian Bogost

Biographic Data

ID236385
NAMEIan Bogost
GIVEN NAMESIan
FAMILY NAMEBogost
SIGNATUREBOGOST I
AFFILIATIONSGeorgia Institute of Technology
ORCID0000-0001-7723-660X
VERIFIEDYes
TOTAL WORKS22
TOTAL CITATIONS7
AUTHOR COUNT22
EDITOR COUNT0
FIRST PUBLICATION YEAR2005
LATEST PUBLICATION YEAR2020
H-INDEX1
  • Curiosity Journalism, or the First Decades of Newsgames

    Open Access•Ian Bogost•ARTICLE•Convergence The International…•2020

    As a veteran developer of newsgames and a coauthor of the book Newsgames: Journalism at Play, I revisit the origins, past promise, and current reality of the form. Like many other interventions in games outside entertainment, newsgames have great promise, but that promise has not yet been realized. Rather than ignoring these lessons, the next generation of scholars, researchers, critics, journalists, and developers should learn the difficult less…

  • Bird

    Christopher Schaberg, Erik Anderson et al.•BOOK•Bird•2020

    "We tend to have romanticized and sentimental ideas about birds. But what is it about birds that so captivates us? And what does this captivation, in its various forms, say about us humans?"

  • Bird

    Erik Anderson, Christopher Schaberg et al.•BOOK•Bird•2020

    We tend to have romanticized and sentimental ideas about birds. But what is it about birds that so captivates us? And what does this captivation, in its various forms, say about us humans

  • Now the Chips Are Down The BBC Micro: The BBC Micro

    Alison Gazzard, Ian Bogost et al.•BOOK•Now the Chips Are Down•2016

    The BBC Micro Alison Gazzard ... In contrast with the Horizon episode “Now the Chips Are Down,” the language used throughout the Welcome booklet is simple and positive, setting forth the promise and the benefits of the machine rather than

  • The Gameful World: Approaches, Issues, Applications

    Buster Benson, Ian Bogost et al.•BOOK•Gameful World•2015

    What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet wh…

  • Between Humanities and the Digital

    Alan Liu, Ian Bogost et al.•BOOK•Between Humanities and the Digital•2015

  • Rage Against the Machines: The real danger of videogames isn't violence; it's swindling

    Ian Bogost•ARTICLE•The Baffler•2013

  • Alien Phenomenology, or What It's Like to Be a Thing

    Ian Bogost•BOOK•Alien phenomenology, or, What…•2012

  • Alien phenomenology, or, What it's like to be a thing

    Ian Bogost•BOOK•Alien phenomenology, or, What…•2012

  • Newsgames: An introduction

    Open Access•Ian Bogost, Simon Ferrari et al.•CHAPTER•News Online•2011

  • Newsgames: Journalism at Play

    Ian Bogost, Simon Ferrari et al.•BOOK•Newsgames•2010

    How videogames offer a new way to do journalism.Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames.Videogames are native to computers rather than …

  • How to Do Things with Videogames

    Ian Bogost•BOOK•How to Do Things with Videogames•2010

    In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement…

  • How to Talk about Videogames

    Ian Bogost•BOOK•How to Talk about Videogames•2010

    Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in …

  • Newsgames: Journalism at Play

    Ian Bogost, Bobby Schweizer et al.•BOOK•Newsgames•2010

  • Racing the Beam: The Atari Video Computer System

    Nick Montfort, Ian Bogost•BOOK•Video computer system•2009

    A study of the relationship between platform and creative expression in the Atari VCS. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. …

  • Persuasive Games: The Expressive Power of Videogames

    Ian Bogost•BOOK•Persuasive Games•2007

    An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videog…

  • Unit Operations: An Approach to Videogame Criticism

    Ian Bogost•BOOK•Unit operations•2006

    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 me…

  • Unit Operations: An Approach to Videogame Criticism

    Ian Bogost•BOOK•Unit operations•2006

    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

  • Playing Politics: Videogames for Politics, Activism, and Advocacy

    Open Access•Ian Bogost•ARTICLE•First Monday•2006

    Videogames have dominated popular culture for some time, but only in 2004 did they make a significant break into the world of politics, advocacy, and activism. This paper provides an overview of a variety of types of games used for political speech, from endorsed party messages to activist dissent. After explaining the state of the field, I discuss approaches to design and measure success for such artifacts. While some political opinion is black …

  • Videogames and Ideological Frames

    Ian Bogost•ARTICLE•Popular Communication•2006•Cited by: 6•References: 1

    Based on cognitive linguist George Lakoff's notions of metaphor and frame as the principle organizers of political discourse, this article offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias. I then argue for 3 ways games function in relation to ideological frames-reinforcement, contestation, and exposition-through examples of political games (Tax Invaders), art games (Vigilance 1.0), and commercial…

  • Comparative Video Game Criticism

    Open Access•Ian Bogost•ARTICLE•Games and Culture•2006•Cited by: 1•References: 3

    This article explores comparative criticism and video game software development through the figure of the bricoleur, the handyman who assembles units of preexisting meaning to form new structures. An intersection of these two domains-what the author calls comparative video game criticism-suggests a more intimate interrelation between criticism and production. The author offers a critique of functionalist approaches to video game analysis and argu…

  • Videogames and the future of education

    Open Access•Ian Bogost, Drew Davidson•ARTICLE•On the Horizon The International…•2005

    Purpose Proposes to look at how many designers and researchers have become interested in how videogames can serve as forms of cultural expression beyond entertainment alone. Design/methodology/approach The study is based on views from the videogame industry and the educational system. Findings This article suggests that both the videogame industry and the compulsory educational system are engaged in commensurate crises. The videogame industry is …

  • Videogames and Ideological Frames

    Ian Bogost•ARTICLE•Popular Communication•2006•Cited by: 6•References: 1

    Based on cognitive linguist George Lakoff's notions of metaphor and frame as the principle organizers of political discourse, this article offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias. I then argue for 3 ways games function in relation to ideological frames-reinforcement, contestation, and exposition-through examples of political games (Tax Invaders), art games (Vigilance 1.0), and commercial…

  • Comparative Video Game Criticism

    Open Access•Ian Bogost•ARTICLE•Games and Culture•2006•Cited by: 1•References: 3

    This article explores comparative criticism and video game software development through the figure of the bricoleur, the handyman who assembles units of preexisting meaning to form new structures. An intersection of these two domains-what the author calls comparative video game criticism-suggests a more intimate interrelation between criticism and production. The author offers a critique of functionalist approaches to video game analysis and argu…

  • Videogames and the future of education

    Open Access•Ian Bogost, Drew Davidson•ARTICLE•On the Horizon The International…•2005

    Purpose Proposes to look at how many designers and researchers have become interested in how videogames can serve as forms of cultural expression beyond entertainment alone. Design/methodology/approach The study is based on views from the videogame industry and the educational system. Findings This article suggests that both the videogame industry and the compulsory educational system are engaged in commensurate crises. The videogame industry is …

  • Unit Operations: An Approach to Videogame Criticism

    Ian Bogost•BOOK•Unit operations•2006

    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 me…

  • Unit Operations: An Approach to Videogame Criticism

    Ian Bogost•BOOK•Unit operations•2006

    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

  • Playing Politics: Videogames for Politics, Activism, and Advocacy

    Open Access•Ian Bogost•ARTICLE•First Monday•2006

    Videogames have dominated popular culture for some time, but only in 2004 did they make a significant break into the world of politics, advocacy, and activism. This paper provides an overview of a variety of types of games used for political speech, from endorsed party messages to activist dissent. After explaining the state of the field, I discuss approaches to design and measure success for such artifacts. While some political opinion is black …

  • Videogames and Ideological Frames

    Ian Bogost•ARTICLE•Popular Communication•2006•Cited by: 6•References: 1

    Based on cognitive linguist George Lakoff's notions of metaphor and frame as the principle organizers of political discourse, this article offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias. I then argue for 3 ways games function in relation to ideological frames-reinforcement, contestation, and exposition-through examples of political games (Tax Invaders), art games (Vigilance 1.0), and commercial…

  • Comparative Video Game Criticism

    Open Access•Ian Bogost•ARTICLE•Games and Culture•2006•Cited by: 1•References: 3

    This article explores comparative criticism and video game software development through the figure of the bricoleur, the handyman who assembles units of preexisting meaning to form new structures. An intersection of these two domains-what the author calls comparative video game criticism-suggests a more intimate interrelation between criticism and production. The author offers a critique of functionalist approaches to video game analysis and argu…

  • Persuasive Games: The Expressive Power of Videogames

    Ian Bogost•BOOK•Persuasive Games•2007

    An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videog…

  • Racing the Beam: The Atari Video Computer System

    Nick Montfort, Ian Bogost•BOOK•Video computer system•2009

    A study of the relationship between platform and creative expression in the Atari VCS. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. …

  • Newsgames: Journalism at Play

    Ian Bogost, Simon Ferrari et al.•BOOK•Newsgames•2010

    How videogames offer a new way to do journalism.Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames.Videogames are native to computers rather than …

  • How to Do Things with Videogames

    Ian Bogost•BOOK•How to Do Things with Videogames•2010

    In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement…

  • How to Talk about Videogames

    Ian Bogost•BOOK•How to Talk about Videogames•2010

    Delving into popular, familiar games like Flappy Birds, Mirror's Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Ian Bogost posits that videogames are as much like appliances as they are like art and media. We don't watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in …

  • Newsgames: Journalism at Play

    Ian Bogost, Bobby Schweizer et al.•BOOK•Newsgames•2010

  • Newsgames: An introduction

    Open Access•Ian Bogost, Simon Ferrari et al.•CHAPTER•News Online•2011

  • Alien Phenomenology, or What It's Like to Be a Thing

    Ian Bogost•BOOK•Alien phenomenology, or, What…•2012

  • Alien phenomenology, or, What it's like to be a thing

    Ian Bogost•BOOK•Alien phenomenology, or, What…•2012

  • Rage Against the Machines: The real danger of videogames isn't violence; it's swindling

    Ian Bogost•ARTICLE•The Baffler•2013

  • The Gameful World: Approaches, Issues, Applications

    Buster Benson, Ian Bogost et al.•BOOK•Gameful World•2015

    What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet wh…

  • Between Humanities and the Digital

    Alan Liu, Ian Bogost et al.•BOOK•Between Humanities and the Digital•2015

  • Now the Chips Are Down The BBC Micro: The BBC Micro

    Alison Gazzard, Ian Bogost et al.•BOOK•Now the Chips Are Down•2016

    The BBC Micro Alison Gazzard ... In contrast with the Horizon episode “Now the Chips Are Down,” the language used throughout the Welcome booklet is simple and positive, setting forth the promise and the benefits of the machine rather than

  • Curiosity Journalism, or the First Decades of Newsgames

    Open Access•Ian Bogost•ARTICLE•Convergence The International…•2020

    As a veteran developer of newsgames and a coauthor of the book Newsgames: Journalism at Play, I revisit the origins, past promise, and current reality of the form. Like many other interventions in games outside entertainment, newsgames have great promise, but that promise has not yet been realized. Rather than ignoring these lessons, the next generation of scholars, researchers, critics, journalists, and developers should learn the difficult less…

  • Bird

    Christopher Schaberg, Erik Anderson et al.•BOOK•Bird•2020

    "We tend to have romanticized and sentimental ideas about birds. But what is it about birds that so captivates us? And what does this captivation, in its various forms, say about us humans?"

  • Bird

    Erik Anderson, Christopher Schaberg et al.•BOOK•Bird•2020

    We tend to have romanticized and sentimental ideas about birds. But what is it about birds that so captivates us? And what does this captivation, in its various forms, say about us humans

Computer Science (15 works) · Digital Games and Media (14 works) · Sociology (11 works) · Political science (9 works) · Law (8 works) · Art (7 works) · Media studies (7 works) · Social aspects (6 works) · Video games (6 works) · Aesthetics (5 works)

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