Unit Operations: An Approach to Videogame Criticism / Edition 1

Unit Operations: An Approach to Videogame Criticism / Edition 1

by Ian Bogost
ISBN-10:
0262524872
ISBN-13:
9780262524872
Pub. Date:
01/25/2008
Publisher:
MIT Press
ISBN-10:
0262524872
ISBN-13:
9780262524872
Pub. Date:
01/25/2008
Publisher:
MIT Press
Unit Operations: An Approach to Videogame Criticism / Edition 1

Unit Operations: An Approach to Videogame Criticism / Edition 1

by Ian Bogost

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Overview

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 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 hep technologists better understand 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, Zizek, and McLuhan, and in his analysis of numerous videogames 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 collaboration between the humanities and information technology.


Product Details

ISBN-13: 9780262524872
Publisher: MIT Press
Publication date: 01/25/2008
Series: The MIT Press
Edition description: New Edition
Pages: 264
Product dimensions: 7.00(w) x 9.00(h) x 0.60(d)
Age Range: 18 Years

About the Author

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010).

What People are Saying About This

Christiane Paul

Unit Operations is a major milestone on the path to establishing a framework for analyzing videogames as important cultural artifacts of our time. Proposing a comparative approach to videogame criticism that is equally relevant for humanists and technologists, Ian Bogost weaves philosophy, psychoanalysis, literature, and film, media theory, informatics, software, and videogames into a narrative that reveals how these seemingly disparate fields relate to and inform each other. Unit operations—discrete, programming units of meaning—are used as the conceptual tool for unpacking complex relationships between different worlds: criticisms and computation, genetics and complex adaptive systems, and narrative spaces from Casablanca and Half-Life to Ulysses and Grand Theft Auto.

Endorsement

Unit Operations is a major milestone on the path to establishing a framework for analyzing videogames as important cultural artifacts of our time. Proposing a comparative approach to videogame criticism that is equally relevant for humanists and technologists, Ian Bogost weaves philosophy, psychoanalysis, literature, and film, media theory, informatics, software, and videogames into a narrative that reveals how these seemingly disparate fields relate to and inform each other. Unit operations—discrete, programming units of meaning—are used as the conceptual tool for unpacking complex relationships between different worlds: criticisms and computation, genetics and complex adaptive systems, and narrative spaces from Casablanca and Half-Life to Ulysses and Grand Theft Auto.

Christiane Paul, Adjunct Curator of New Media Arts, Whitney Museum of American Art

From the Publisher

Bogost challenges humanists and technologists to pay attention to one another, something they desperately need to do as computation accelerates us into the red zones of widespread virtual reality. This book gives us what we need to meet that challenge: a general theory for understanding creativity under computation, one that will apply increasingly to all creativity in the future. Not only that, but we get an outstanding theory of videogame criticism in the mix as well. Highly recommended.

Edward Castronova, Department of Telecommunications, Indiana University, author of Synthetic Worlds: The Business and Culture of Online Games

Unit Operations is a major milestone on the path to establishing a framework for analyzing videogames as important cultural artifacts of our time. Proposing a comparative approach to videogame criticism that is equally relevant for humanists and technologists, Ian Bogost weaves philosophy, psychoanalysis, literature, and film, media theory, informatics, software, and videogames into a narrative that reveals how these seemingly disparate fields relate to and inform each other. Unit operations—discrete, programming units of meaning—are used as the conceptual tool for unpacking complex relationships between different worlds: criticisms and computation, genetics and complex adaptive systems, and narrative spaces from Casablanca and Half-Life to Ulysses and Grand Theft Auto.

Christiane Paul, Adjunct Curator of New Media Arts, Whitney Museum of American Art

Edward Castronova

Bogost challenges humanists and technologists to pay attention to one another, something they desperately need to do as computation accelerates us into the red zones of widespread virtual reality. This book gives us what we need to meet that challenge: a general theory for understanding creativity under computation, one that will apply increasingly to all creativity in the future. Not only that, but we get an outstanding theory of videogame criticism in the mix as well. Highly recommended.

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