Ian Bogost
- Published in print:
- 2015
- Published Online:
- May 2016
- ISBN:
- 9780816699117
- eISBN:
- 9781452952406
- Item type:
- book
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816699117.001.0001
- Subject:
- Society and Culture, Media Studies
More than half a century later, it’s still not clear what place videogames have in culture. Some would celebrate them as heir apparent to cinema’s throne, the art-form of the twenty-first century. ...
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More than half a century later, it’s still not clear what place videogames have in culture. Some would celebrate them as heir apparent to cinema’s throne, the art-form of the twenty-first century. But this seems unlikely, and not just because games remain a niche interest despite the fact that so many people play them, but also because the twenty-first century is an era of media fragmentation, of tweets and Instagrams and animated GIFs and memes, but one still built around traditional media forms: text, image, and moving image. Maybe it’s because games are as much like appliances—toasters or rice cookers, say—as they are like art and media. We operate games, we use them like we use soaps and rice cookers. But yet, also use them like we use cinema and literature. It’s time to embrace both halves of games, the art and the appliance, by treating each game as the weird, unholy confluence of culture and apparatus that it really is.Less
More than half a century later, it’s still not clear what place videogames have in culture. Some would celebrate them as heir apparent to cinema’s throne, the art-form of the twenty-first century. But this seems unlikely, and not just because games remain a niche interest despite the fact that so many people play them, but also because the twenty-first century is an era of media fragmentation, of tweets and Instagrams and animated GIFs and memes, but one still built around traditional media forms: text, image, and moving image. Maybe it’s because games are as much like appliances—toasters or rice cookers, say—as they are like art and media. We operate games, we use them like we use soaps and rice cookers. But yet, also use them like we use cinema and literature. It’s time to embrace both halves of games, the art and the appliance, by treating each game as the weird, unholy confluence of culture and apparatus that it really is.
Ian Bogost
- Published in print:
- 2011
- Published Online:
- August 2015
- ISBN:
- 9780816676460
- eISBN:
- 9781452947617
- Item type:
- book
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816676460.001.0001
- Subject:
- Society and Culture, Media Studies
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 ...
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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.Less
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.
Ian Bogost
- Published in print:
- 2012
- Published Online:
- August 2015
- ISBN:
- 9780816678976
- eISBN:
- 9781452948447
- Item type:
- book
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816678976.001.0001
- Subject:
- Philosophy, General
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, ...
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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. This book 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 humans are elements but not the sole or even primary elements of philosophical interest. And unlike experimental phenomenology or the philosophy of technology, this book’s alien phenomenology takes for granted that all beings interact with and perceive one another. This experience, however, withdraws from human comprehension and becomes accessible only through a speculative philosophy based on metaphor.Less
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. This book 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 humans are elements but not the sole or even primary elements of philosophical interest. And unlike experimental phenomenology or the philosophy of technology, this book’s alien phenomenology takes for granted that all beings interact with and perceive one another. This experience, however, withdraws from human comprehension and becomes accessible only through a speculative philosophy based on metaphor.
Matthew K. Gold (ed.)
- Published in print:
- 2012
- Published Online:
- August 2015
- ISBN:
- 9780816677948
- eISBN:
- 9781452948379
- Item type:
- book
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816677948.001.0001
- Subject:
- Education, Philosophy and Theory of Education
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 ...
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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 austerity budgets, digital humanities programs have been able to hire new faculty, establish new centers and initiatives, and attract multimillion-dollar grants. Clearly the digital humanities has reached a significant moment in its brief history. But what sort of moment is it? This book explores its theories, methods, and practices and to clarify its multiple possibilities and tensions. From defining what a digital humanist is and determining whether the field has (or needs) theoretical grounding, to discussions of coding as scholarship and trends in data-driven research, this cutting-edge volume delineates the current state of the digital humanities and envisions potential futures and challenges. At the same time, several essays aim pointed critiques at the field for its lack of attention to race, gender, class, and sexuality; the inadequate level of diversity among its practitioners; its absence of political commitment; and its preference for research over teaching.Less
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 austerity budgets, digital humanities programs have been able to hire new faculty, establish new centers and initiatives, and attract multimillion-dollar grants. Clearly the digital humanities has reached a significant moment in its brief history. But what sort of moment is it? This book explores its theories, methods, and practices and to clarify its multiple possibilities and tensions. From defining what a digital humanist is and determining whether the field has (or needs) theoretical grounding, to discussions of coding as scholarship and trends in data-driven research, this cutting-edge volume delineates the current state of the digital humanities and envisions potential futures and challenges. At the same time, several essays aim pointed critiques at the field for its lack of attention to race, gender, class, and sexuality; the inadequate level of diversity among its practitioners; its absence of political commitment; and its preference for research over teaching.