WorldCat Identities

Bogost, Ian

Works: 16 works in 83 publications in 3 languages and 7,608 library holdings
Genres: History  Self-instruction  Video games 
Roles: Narrator
Classifications: GV1469.34.S52, 794.8
Publication Timeline
Publications about  Ian Bogost Publications about Ian Bogost
Publications by  Ian Bogost Publications by Ian Bogost
Most widely held works by Ian Bogost
Persuasive games the expressive power of videogames by Ian Bogost ( )
14 editions published between 2007 and 2010 in English and held by 1,954 WorldCat member libraries worldwide
"Videogames are both 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 videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric."--BOOK JACKET
Racing the beam the Atari video computer system by Nick Montfort ( )
10 editions published in 2009 in English and held by 1,720 WorldCat member libraries worldwide
This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives. Nick Montfort and Ian Bogost discuss the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. --from publisher description
Newsgames journalism at play by Ian Bogost ( )
11 editions published between 2010 and 2012 in English and Undetermined and held by 1,442 WorldCat member libraries worldwide
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 a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. The book describes newsgames that can persuade, inform, and titillate; make information interactive; re-create a historical event; put news content into a puzzle; teach journalism; and build a community. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. And Powerful Robot's game September 12th offers a model for a short, quickly produced, and widely distributed editorial newsgame. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism--not just an occasional treat for online readers--newsgames can make a valuable contribution
Unit operations an approach to videogame criticism by Ian Bogost ( )
18 editions published between 2006 and 2008 in English and held by 1,442 WorldCat member libraries worldwide
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
Alien phenomenology, or, What it's like to be a thing by Ian Bogost ( Book )
8 editions published in 2012 in English and held by 501 WorldCat member libraries worldwide
Humanity has sat at the center of philosophical thinking for too long. The recent advent of environmental philosophy and posthuman studies has widened our scope of inquiry to include ecosystems, animals, and artificial intelligence. Yet the vast majority of the stuff in our universe, and even in our lives, remains beyond serious philosophical concern. In Alien Phenomenology, or What It’s Like to Be a Thing , Ian Bogost develops an object-oriented ontology that puts things at the center of being—a philosophy in which nothing exists any more or less than anything else, in which human
How to do things with videogames by Ian Bogost ( Book )
12 editions published in 2011 in English and Undetermined and held by 499 WorldCat member libraries worldwide
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 through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the mediums ability to create complex simulated realities
A SLOW YEAR : GAME POEMS by Ian Bogost ( Book )
1 edition published in 2010 in English and held by 12 WorldCat member libraries worldwide
A collection of four one kilobyte games for the Atari Video Computer System, one for each seasosn, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical iput. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku--poetry generated by computer--9 bits worth for each season."--Unedited summary from back cover
Elementary Greek by Christine Gatchell ( Book )
in English and held by 11 WorldCat member libraries worldwide
Jeu vidéo et discours violence, addiction, régulation ( Book )
1 edition published in 2008 in French and held by 11 WorldCat member libraries worldwide
Elementary Greek Koine for beginners : audio companion, year one by Christine Gatchell ( Recording )
1 edition published in 2005 in English and held by 6 WorldCat member libraries worldwide
Provides a guide to pronouncing all of the letters, words, and phrases covered in the textbook, "Elementary Greek."
Joystick soldiers the politics of play in military video games by Ian Bogost ( )
1 edition published in 2009 in English and held by 3 WorldCat member libraries worldwide
Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962. While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America's Army, which was developed by the U.S. Army as a public relations
Gry informacyjne ; dziennikarstwo epoki cyfrowej by Ian Bogost ( Book )
1 edition published in 2012 in Polish and held by 2 WorldCat member libraries worldwide
Persuasive games : videogames and procedural rhetoric by Ian Bogost ( Book )
1 edition published in 2007 in English and held by 2 WorldCat member libraries worldwide
10 Print Chr#36;(205. 5+rnd(1)); : Goto 10 by Nick Montfort ( Book )
1 edition published in 2012 in English and held by 1 WorldCat member library worldwide
Platform studies ( )
in English and held by 1 WorldCat member library worldwide
Alien phenomenology, or, What it is like to be a thing by Ian Bogost ( Book )
1 edition published in 2012 in English and held by 1 WorldCat member library worldwide
moreShow More Titles
fewerShow Fewer Titles
Audience Level
Audience Level
  Kids General Special  
Audience level: 0.44 (from 0.10 for 10 Print C ... to 0.77 for Jeu vidéo ...)
English (79)
Polish (1)
French (1)