Уведомлений еще не было

Книги Яна Богоста

Ян Богост - автор 10 книг. Из известных произведений можно выделить: How to Do Things with Videogames, How to Talk about Videogames, Persuasive Games. The Expressive Power of Videogames.. Все книги можно читать онлайн и бесплатно скачивать на нашем портале.

Фильтры
Год написания

Тип сюжета
Тема
Герои
Место действия
Время действия
8.0
0
0
Persuasive Games. The Expressive Power of Videogames.
Persuasive Games. The Expressive Power of Videogames.

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this in...

0.0
0
0
How to Do Things with Videogames
How to Do Things with Videogames

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...

0.0
0
0
How to Talk about Videogames
How to Talk about Videogames

Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly...

0.0
0
0
Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games
Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games

Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the...

8.0
0
0
Чужая феноменология. Каково быть вещью?
Чужая феноменология. Каково быть вещью?

В книге «Чужая феноменология» американский философ и теоретик видеоигр Иен Богост обращается к философии, теории литературы и компьютерным технологиям с целью разработки концептуального аппарата, который бы позволил описать опыт, испытываемый вещами. Радикализируя идеи плоской (помещающей всё сущее на один уровень) онтологии в объектно-ориентированном ключе, Богост приходит к крошечной, «одномерно...

Научная литература
0.0
0
0
Newsgames: Journalism at Play
Newsgames: Journalism at Play

Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather...

0.0
0
0
Racing the Beam: The Atari Video Computer System
Racing the Beam: The Atari Video Computer System

A study of the relationship between platform and creative expression in the Atari VCS. The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which establishe...

Научная литература
0.0
0
0
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism

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, inter...

Периодика
0.0
0
0
Логос №1/103/2015 Game studies
Логос №1/103/2015 Game studies

Журнал Логос №1/103/2015