Ian Bogost
Auteur van Racing the Beam: The Atari Video Computer System
Over de Auteur
Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and professor of interactive computing at the Georgia Institute of Technology. He is author of many books, including How to Do Things with Videogames and Alien Phenomenology, or What It's Like to Be a Thing (both from the toon meer University of Minnesota Press). He is the award-winning game designer of A Slow Year, Cow Clicker, and more. toon minder
Fotografie: Source: http://bogost.com/about/photos_of_me.shtml Author: Ian Bogost
Werken van Ian Bogost
Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games (2016) 131 exemplaren
Inter/vention: Free Play in the Age of Electracy 1 exemplaar
The New Aesthetic Needs to Get Weirder — Auteur — 1 exemplaar
Gerelateerde werken
Second Person: Role-Playing and Story in Games and Playable Media (2007) — Medewerker — 107 exemplaren
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- Gangbare naam
- Bogost, Ian
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- male
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- USA
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- Atanta, Georgia, USA
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- Ivan Allen College Distinguished Chair in Media Studies at School of Literature, Media, and Communication, Ivan Allen College
Interactive Computing in the College of Computing at the Georgia Institute of Technology
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- 1,150
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- #22,332
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I know very little about computer games, and still less about the early history of the Atari system; but sometimes it does you good to read about a field of human endeavour with which you are completely unfamiliar. This is a tremendous analysis of how coding is affected by external factors, especially the way in which the business of game development is financed and structured, but also from learning about player preferences and making crazy bets about game features which turn out to pay off (or not).
This slim volume looks in depth at six games, only one of which I had heard of – Combat, Adventure, Pac-Man, Yars’ Revenge, Pitfall and Star Wars: The Empire Strikes Back, but also in passing at the other games developed before or at the same time in each case, to paint a picture of the intellectual moment in which the writing of the game took place. There is a modest amount of machine code, but a lot of analysis of how ideas get turned into player experience. I don’t think I have retained very much of the information, but I come away struck by the cultural profundity of the whole enterprise. Recommended even for those like me who are not immersed in the subject.… (meer)