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Unit Operations: An Approach to Videogame Criticism

av Ian Bogost

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1213225,429 (3.43)Ingen/inga
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.… (mer)
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This is a work at the absolute pinnacle of its field. While I usually reserve the 5-star rating for aesthetic masterpieces, I just couldn't imagine this book being any better. In its disciplinary breadth and clarity of presentation it resembles the excellent [b:Understanding Computers and Cognition: A New Foundation for Design|53482|Understanding Computers and Cognition A New Foundation for Design|Terry Winograd|http://photo.goodreads.com/books/1170425081s/53482.jpg|52158], and indeed some of the same figures appear in both: Heidegger and Gadamer, Maturana, von Neumann. Bogost, however, ranges much farther afield. In addition to providing an excellent foundational text in video game studies, he creates a framework suitable for analyzing just about any collision of technological and humanistic endeavor.

After months of slogging through lazy MMOG ethnographies, bloodless Nordic "ludology" texts, and the weighty pronouncements of media studies experts who obviously don't play video games, this book gave me relief and a feeling of rejuvenation. It is a common, and generally correct, opinion that video games deserve better criticism than they get; I wonder, though, if they yet deserve criticism quite this good. ( )
  breadhat | Jul 23, 2013 |
It's now available as an ebook on the MIT press portal http://mitpress-ebooks.mit.edu/product/unit-operations
Den här recensionen har flaggats av flera medlemmar för att den bryter mot användarvillkoren och visas därför inte längre (visa den).
  ipublishcentral | Nov 6, 2009 |
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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.

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