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Prof. Ian Bogost

    30 de diciembre de 1976

    Ian Bogost es un aclamado diseñador de videojuegos, crítico e investigador cuyo trabajo investiga la intersección de juegos, medios y cultura. Sus análisis profundizan en cómo los juegos funcionan como modos de comunicación y expresión, revelando su potencial para influir y articular ideas complejas. El enfoque de Bogost a menudo emplea la crítica creativa, utilizando el diseño de juegos en sí mismo, como el satírico Cow Clicker, para iluminar aspectos de la industria del juego y la interacción digital.

    The Geek's Chihuahua
    Persuasive Games
    How to Talk about Videogames
    How to Do Things with Videogames
    Unit Operations
    Alien Phenomenology, or What It's Like to Be a Thing
    • Unit Operations

      • 264 páginas
      • 10 horas de lectura

      A critical approach that marries literary theory and information technology, reading digital and cultural artifacts--whether videogames, literature, or film--as configurative systems of interlocking units of meaning.

      Unit Operations
    • How to Talk about Videogames

      • 208 páginas
      • 8 horas de lectura

      Leading critic Ian Bogost posits that gamecritique is both serious cultural currency and selfparody. Noting that the termgames criticism once struck him as preposterous, Bogost observes that the idea,taken too seriously, risks balkanizing games writing from the rest of culture.

      How to Talk about Videogames
    • Persuasive Games

      • 464 páginas
      • 17 horas de lectura

      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.

      Persuasive Games
    • The Geek's Chihuahua

      • 88 páginas
      • 4 horas de lectura

      The evolution and meaning of our love affair with Apple and its devices

      The Geek's Chihuahua