Ian Bogost's research while affiliated with Georgia Institute of Technology and other places

Publications (28)

Article
As a veteran developer of newsgames and a coauthor of the book Newsgames: Journalism at Play, I revisits 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 gene...
Article
Full-text available
p>Jesper Juul argumentou, convincentemente, que o conflito sobre o objeto adequado de estudo deslocou-se das "regras ou história" para o "jogador ou jogo". Mas um componente-chave dos jogos digitais ainda está ausente em qualquer uma dessas oposições: a do próprio computador. Este artigo oferece um modo de se pensar acerca da fenomenologia do video...
Article
This book takes a single line of code--the extremely concise BASIC program for the Commodore 64 inscribed in the title--and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a tex...
Article
Micro-rhetorics are the representational units of meaning that emerge from the rhetorical affordances of videogame mechanics, abstract gameplay patterns, and thematic depiction. This paper explains the concept of micro-rhetorics, how game dynamics can be interpreted, and how designers can make use of game mechanics to express ideas through simple v...
Conference Paper
In this paper, we describe Game-O-Matic, a videogame authoring tool and generator that creates games that represent ideas. Through using a simple concept map input system, networks of nouns connected by verbs, Game-O-Matic is able to assemble simple arcade style game mechanics into videogames that represent the ideas represented in the concept map....
Article
Encompassing new technologies, research methods, and opportunities for collaborative scholarship and open-source peer review, as well as innovative ways of sharing knowledge and teaching, the digital humanities promises to transform the liberal arts—and perhaps the university itself. Indeed, at a time when many academic institutions are facing aust...
Article
Newsgames and artgames, two genres in which designers wish to communicate messages to players, often deploy procedural representation. Understanding these proceduralist games requires special attention to a game's processes as well as how these interact with its theme and aesthetics. In this paper we present a method for proceduralist readings of a...
Article
Some of the cultural and technical forces that influenced the creation of the "man" (the player-controlled element) in two early home video games, Pitfall! and Yars' Revenge, are discussed. We find that the specific nature of the Atari Video Computer System (also known as the Atari VCS and Atari 2600) as a computing platform enables and constrains...
Article
Videogame developers have utilized many types of display technology, from oscilloscopes to Teletypes to high-definition LCD displays. Two significant early display technologies, raster scan and random scan CRTs, played a significant part in the history and evolution of videogames. A study of these technologies shows how the choice of one or the oth...
Conference Paper
We highlight some of the characteristics of existing technical approaches to the management of interactive experiences and motivate computational models of influence, a technique we are developing to aid drama managers in the persuasion of players to make decisions that are consistent with an author’s goals. Many of the existing approaches to manag...
Conference Paper
This article first presents a series of concerns about the concept and field called persuasive technology, including an overly broad focus on technology instead of computation, and a focus on ends instead of means. As a possible solution, an alternative perspective is offered, dubbed fine processing, which is modeled after the concept of belles let...
Article
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 expo...
Article
Full-text available
Game studies, as a humanistic discipline, has no defined limits to its coverage, no single methodology, and no clear historical boundary. In short, the creation of a curriculum around games is an emerging practice in which research and education, theory and practice, art and commerce, and existing disciplinary boundaries all continue changing in ch...
Article
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...
Article
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 i...
Conference Paper
This paper offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias, based on cognitive linguist George Lakoff's notion of metaphor and frame as the principle organizers or political discourse. I then argue for three ways games function in relation to ideological frames: reinforcement, contestation, and ex...
Article
Full-text available
“This court reviewed four different video games and found no conveyance of ideas, expression, or anything else that could possibly amount to speech. The court finds that video games have more in common with board games and sports than they do with motion pictures.”
Article
Recently videogames that use physical input devices have been dubbed "exergames" — games that combine play and exercise. This paper offers a historical perspective on exergames, from early arcades to the Atari 2600 through contemporary consoles, as well as a theoretical analysis of the different rhetorics such games deploy to influence players towa...
Article
Full-text available
We highlight some of the characteristics of existing technical approaches to the management of interactive experiences and motivate computational models of influence, a technique we are developing to aid drama managers in the persua-sion of players to make decisions that are consistent with an author's goals. Many of the existing approaches to mana...
Article
We introduce platform studies, a family of approaches to digital media. In platform studies, close consideration is given to the detailed technical workings of computing systems. This allows the connections between platform technologies and creative production to be investigated. Two short studies of the Atari VCS (2600) and the Nintendo Wii show h...
Article
We describe six common misconceptions about platform studies, a family of approaches to digital media focused on the underlying computer systems that support creative work. We respond to these and clarify the platform studies concept.

Citations

... The latest improvements in Information Technology and the Digital Humanities have led to numerous and significant developments in the field of Cultural Heritage and have contributed to many new interventions and opportunities [Gold 2012;Foka et al. 2017]. Some remarkable innovations belong to the field of archaeology, which is increasingly nurtured by the digital content and by new media and modes of Cultural Heritage representation [Eiteljorg 2004;Dunn et al. 2012;Nygren et al. 2016;Foka, Westin, and Chapman 2018]. ...
... Inside the MRBG-store user perceives two main necessities on the MRBG-Store. First, the MRBG-Store necessity of incrementally repository the progressing the MRBGraph [13][14][15]. To study a flow of works that gradually restores the outcomes of a big data mining methods. ...
... Haber oyunu (newsgame); kavramının üreticisi, oyun tasarımcısı ve bilim insanı Gonzalo Frasca tarafından politik çizgi film, karikatür ve editöryal oyunların simülasyonlar ile bir araya gelmesi olarak tanımlamıştır (Bogost, 2020;Randviir-Vellamo, 2014). Gazetecilik ve oyunun kesiştiği noktada yaratılan haber oyunları (Bogost vd., 2010); ciddi oyunlar bağlamında habere dayalı olarak güncel olayları anlatan oyunlardır (Sicart, 2008). ...
... Furthermore, some have argued that the 'platform' is not only a recent phenomenon but also a paradigm of industrial organisation more broadly, such as for the 20th-century automobile industry (e.g., Cusumano et al., 2019;Hagiu and Wright, 2015;Steinberg, 2019;Steinberg, 2021). Finally, critical scholars in fields and disciplines across the humanities and social sciences with a common interest in 'new media' have long studied the politics and power of software, 'platforms', and computing generally (e.g., Montfort and Bogost, 2009;Bucher, 2018;Fuller, 2008;Galloway, 2004;Helmond, 2015b;Manovich, 2001;Manovich, 2013;Rogers, 2013b;Wardrip-Fruin and Montfort, 2003). These contributions add up to a better general understanding of what platforms are, why to study them, and why to be cautious of their power. ...
... Jacob Gaboury's Image Objects: An Archaeology of Computer Graphics [27] takes a media archaeology approach to five such objects in the history of computer graphics: the hidden surface problem, the frame buffer, the virtual teapot, object orientation, and the GPU. In 10 PRINT CHR [62], Montfort et al. study a line of BASIC code used to generate a random maze and use it as an entry-point to explore the cultural history of the Commodore 64 as well as topics including mazes, grids and randomness. These works live within the space charted by Lev Manovich's now-canonical The Language of New Media [59], which frames "new media" in terms of code, and argues that it obeys different rules than non-computational technologies like film, and demands its own theory. ...
... Put simply, platforms are programmable (Helmond, 2015;McKelvey, 2011;Montfort and Bogost, 2009). Platforms can be reconfigured to afford innovative uses and conceptions, allowing third parties to develop applications and add-ons within an existing framework. ...
... "News Games" are the games created by journalists who are looking for innovative formats to involve a youth audience in media consumption. It is worth adding that the political aspects of the game as a new format of political communication have been studied relatively recently (Bogost & Ferrari, 2010;Potorochina, 2016;Shomova, 2004). ...
... This famous Commodore64 BASIC oneliner [10] randomly generates either \ or / and prints the character in an endless loop, producing a maze-like image. Reproducing it let us demonstrate variable writing and reading, sequential and conditional execution, and jumping in executable HTML. ...
Reference: Executable HTML
... For example, in [2] the authors show how an AI player automates certain aspects of game-playing in order for players with different requirements or tastes to engage with the game as best suits them. In the latter case, in [43] an AI system is aimed at developers with expertise in one area, providing support so they can work in another area. ...
... Science and Technology Studies (STS) scholars add to this literature by highlighting the socio-technical aspects of infrastructures (Bowker & Star, 2000;Star, 1999), such as embeddedness and transparency. Meanwhile, media and communication scholarship concerning modern digital platforms examine how computing devices and software have a critical influence on the properties of applications built on them (Bogost & Montfort, 2009;Gillespie, 2010;Langlois & Elmer, 2013). Recently, Plantin et al. (2018) argued that the rapid development of digital technologies has made possible a '"platformization" of infrastructures and an "infrastructuralization" of platforms'. ...