Ian Bogost’s scientific contributions

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Publications (1)


How to Do Things With Videogames
  • Book

August 2011

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137 Reads

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253 Citations

Ian Bogost

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. This book contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. This book explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short chapters, the book argues that together they make the medium broader, richer, and more relevant to a wider audience.

Citations (1)


... Video game merupakan sebuah permainan digital yang menyediakan modelmodel pengalaman sebagai bentuk interaksi antara pemain dan komputer. Menurut Ian Bogost, video game adalah sebuah media seperti buku, foto, film atau media apapun, video game menjadi media yang memungkinkan kita memainkan peran dalam batasan-batasan bersifat komputasi (Bogost, 2011). Dalam video game kita diberikan pengalaman yang berbeda dalam segi penyampaian pesan berbentuk interaktif sehingga lebih menarik. ...

Reference:

REPRESENTASI ISU BUDAYA URBAN DALAM VIDEO GAME TROUBLEMAKER
How to Do Things With Videogames
  • Citing Book
  • August 2011