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Hi, I'm Ian Bogost. I am a designer, philosopher, critic, and researcher who focuses on computational media—videogames in particular. I'm also an author and an entrepreneur. I am a professor at Georgia Tech (a university), a Founding Partner at Persuasive Games (a videogame studio), and a Board Member at Open Texture (an educational publisher).
My research focuses on videogames as cultural artifacts. In particular, I'm interested in contextualizng games in the long history of human expression (game criticism), in how games make arguments (game rhetoric), and in the relationship between computer hardware and expression. These three subjects are the respective topics of my recent books: Unit Operations: An Approach to Videogame Criticism (MIT Press 2006), Persuasive Games: The Expressive Power of Videogames (MIT Press 2007), Racing the Beam: The Atari Video Computer System (MIT Press 2009, co-authored with Nick Montfort), Newsgames: Journalism at Play (MIT Press 2010, co-authored with Simon Ferrari and Bobby Schweizer), and the forthcoming How To Do Things with Videogames (University of Minnesota Press, 2011).
Much of my work concerns the uses of videogames outside entertainment, including politics, advertising, learning, and art. But I'm also very interested in mainstream commercial videogames and historical approaches to videogames, as well as experimental, independent, and artistic games. I write frequently in the videogame trade press.
More recently, I've been looking at on the way hardware and software platforms influence creative practice. Nick Montfort and I co-edit a book series on this topic called Platform Studies, and we've written the first book in that series, on the Atari, mentioned above. I'm fascinated to the point of obsession with the Atari, and I often use it in teaching, research, and in my own artistic practice.
Through my work with platforms, I've also developed an interest in new trends in philosophy, particularly speculative realism and object-oriented ontology. My philosophical study of the phenomenology of objects, Alien Phenomenology, will be published by Open Humanities Press (and available open-access) in 2011.
We also create games for advertising, learning, corporate training, and politics. Our clients have included Dominos Pizza, Cisco, Chrysler/Jeep, and Cold Stone Creamery. We've also focused on "newsgames," a genre that blends videogames with editorial cartoons. In mid 2007 we published games with The New York Times, who ran our games in the op-ed section of their online paper.
We've published an ancient Greek curriculum suitable for anyone, from kids as young as 2nd or 3rd grade up through adults. I leant my voice to the Elementary Greek series, reading the audio companions for all three years of the course.
More recently, we've started publishing independent videogames, starting with my own title A Slow Year. We're particularly interested in bringing work to market that offers an alternative to current trends in digital distribution, focusing instead on the creation of thoughtful, deliberate physical products.
Academic Professional Job Opening
Slashdot Q&A
The Bulldog and the Pegasus
Speculative Realism Aggregator Update
On Technical Agency and Procedural Rhetoric
Comments
Hipolito M. Wiseman on What is a Sports Videogame?
Gamification101 on Gamification is Bullshit
James on Help Feed the Speculative Realism Feed
Casey O'Donnell on On Technical Agency and Procedural Rhetoric
Michael- on Help Feed the Speculative Realism Feed
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The Metaphysics Videogame
Cascading Failure
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Reading Online Sucks







