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Dive into the research topics where Ian Bogost is active.

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Featured researches published by Ian Bogost.


foundations of digital games | 2012

The micro-rhetorics of Game-o-Matic

Mike Treanor; Bobby Schweizer; Ian Bogost; Michael Mateas

Micro-rhetorics are the representational units of meaning that emerge from the rhetorical affordances of videogame mechanics, abstract gameplay patterns, and thematic depiction. This paper explains the concept of micro-rhetorics, how game dynamics can be interpreted, and how designers can make use of game mechanics to express ideas through simple videogames. This theoretical framework is informed by the design of Game-O-Matic, a videogame authoring tool that generates games to represent ideas. It takes a network of basic relationships between actors and assembles simple arcade-style game mechanics into videogames that are able to make arguments and depict ideas.


foundations of digital games | 2011

Proceduralist readings: how to find meaning in games with graphical logics

Mike Treanor; Bobby Schweizer; Ian Bogost; Michael Mateas

Newsgames and artgames, two genres in which designers wish to communicate messages to players, often deploy procedural representation. Understanding these proceduralist games requires special attention to a games processes as well as how these interact with its theme and aesthetics. In this paper we present a method for proceduralist readings of arcade-like 2D games so that players can determine their range of intended and unintended meanings, critics can assess the strengths and weaknesses of the presented arguments, and designers can identify ways to refine their rhetorical strategies. Through identifying the components of games that can be interpreted and emphasizing where cultural considerations influence interpretations, we present a framework for meaning derivations that strive to take the entirety of a game into consideration. As demonstrated by several examples, this framework requires much more explicit and formal arguments for why a game carries a meaning and precisely where each component of ones argument came from.


Archive | 2011

Newsgames: an introduction

Ian Bogost; Simon Ferrari; Bobby Schweizer


Archive | 2013

Games of Empire: Global Capitalism and Video Games*

Simon Ferrari; Ian Bogost


Archive | 2012

REM Ports To Other Platforms

Nick Montfort; Patsy Baudoin; John Bell; Ian Bogost; Jeremy Douglass; Mark C. Marino; Michael Mateas; Casey Reas; Mark Sample; Noah Vawter


Archive | 2012

REM A Port To The Atari VCS

Nick Montfort; Patsy Baudoin; John Bell; Ian Bogost; Jeremy Douglass; Mark C. Marino; Michael Mateas; Casey Reas; Mark Sample; Noah Vawter


Archive | 2012

Variants Of 10 Print

Nick Montfort; Patsy Baudoin; John Bell; Ian Bogost; Jeremy Douglass; Mark C. Marino; Michael Mateas; Casey Reas; Mark Sample; Noah Vawter


Archive | 2012

REM Variations in Processing

Nick Montfort; Patsy Baudoin; John Bell; Ian Bogost; Jeremy Douglass; Mark C. Marino; Michael Mateas; Casey Reas; Mark Sample; Noah Vawter


Archive | 2012

REM Maze Walker in Basic

Nick Montfort; Patsy Baudoin; John Bell; Ian Bogost; Jeremy Douglass; Mark C. Marino; Michael Mateas; Casey Reas; Mark Sample; Noah Vawter


Archive | 2012

REM Variations in Basic

Nick Montfort; Patsy Baudoin; John Bell; Ian Bogost; Jeremy Douglass; Mark C. Marino; Michael Mateas; Casey Reas; Mark Sample; Noah Vawter

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Michael Mateas

University of California

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Mark C. Marino

University of Southern California

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Nick Montfort

Massachusetts Institute of Technology

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Mike Treanor

University of California

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