IAN BOGOST UNIT OPERATIONS PDF

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, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies.

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Goodreads helps you keep track of books you want to read. Want to Read saving…. Want to Read Currently Reading Read. Other editions. Enlarge cover. Error rating book. Refresh and try again. Open Preview See a Problem? Details if other :. Thanks for telling us about the problem. Return to Book Page. Preview — Unit Operations by Ian Bogost.

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 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, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields.

The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies.

Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.

Get A Copy. Hardcover , pages. More Details Other Editions 4. Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about Unit Operations , please sign up. Lists with This Book.

Community Reviews. Showing Average rating 3. Rating details. More filters. Sort order. This is how interdisciplinarity is done: Bogost weaves Madame Bovary, Grand Theft Auto, cellular automata and Deleuze together into a powerful theory cutting through the my-piece-of-the-elephant scholarship which dominates games studies. If you have a particular need to feel uncultured and slow witted, this is definitely a 5 star recommendation: it's terrifyingly erudite while being, if not a stroll in the park, at least a manageable uphill hike through difficult terrain.

Mar 17, Zachary Brown rated it it was amazing. Some people say 5 stars aren't meant for anything with 'videogame' in the title.

I am not one of those people. Bogost nails the fusion between philosophy, poetry, videogames, television, film, marketing strategies, computer science and much much more as he explains his phenomenal framework of unit operational logic in developing a common approach to videogame criticism. He unites the humanities and hard sciences in a fascinating way just as he sought to at the outset.

Jan 16, Mjhancock rated it really liked it Shelves: scholarly , video-game. Bogost outlines his theory for videogame analysis: games should be interpreted in terms of unit operations, the discrete, disconnected actions that make up the game. The book is divided into 4 sections. The first establishes unit operations as a theory, and explains how it relates to structuralism, computation, humanism,and object technology.

The second section focuses more on application: it outlines the videogame field in general and it performs a transmedia analysis of the unit operation of t Bogost outlines his theory for videogame analysis: games should be interpreted in terms of unit operations, the discrete, disconnected actions that make up the game.

The second section focuses more on application: it outlines the videogame field in general and it performs a transmedia analysis of the unit operation of the chance encounter. The third section goes back to broader concepts, providing a thorough outline of the simulation in regards to play, cellular automata, and real-world simulation as opposed to video game simulation. Finally, the last section addresses the notion of complexity as compared to unit operations, including a comparison of Flaubert's Madame Bouvery to Grand Theft Auto.

At one point in the book, Bogost acknowledges a critic's complaint of Zizek's "Looking Awry: An Introduction to Jaques Lacan through Popular Culture," which was that the title should be the other way around; it was an introduction to pop culture through Lacan, as the main focus was on pop culture, not Lacan.

In that sense, Bogost's book is an introduction to unit operations through video games, as the focus is much more on the former than the latter. There's an impressive range of theorists here; DeLeuze and Guattari receive a lot of attention in the final section, new media people like Turkle and Murray come up regularly, and there is a focus on Badiou throughout. While I would have preferred more a focus on games, Bogost's general theory not a system!

Feb 19, Timothy rated it it was amazing Shelves: information-media-computer. This is a work at the absolute pinnacle of its field. While I usually reserve the 5-star rating for aesthetic masterpieces, I just couldn't imagine this book being any better. In its disciplinary breadth and clarity of presentation it resembles the excellent Understanding Computers and Cognition: A New Foundation for Design , and indeed some of the same figures appear in both: Heidegger and Gadamer, Maturana, von Neumann.

Bogost, however, ranges much farther afield. In addition to providing an ex This is a work at the absolute pinnacle of its field. In addition to providing an excellent foundational text in video game studies, he creates a framework suitable for analyzing just about any collision of technological and humanistic endeavor.

After months of slogging through lazy MMOG ethnographies, bloodless Nordic "ludology" texts, and the weighty pronouncements of media studies experts who obviously don't play video games, this book gave me relief and a feeling of rejuvenation. It is a common, and generally correct, opinion that video games deserve better criticism than they get; I wonder, though, if they yet deserve criticism quite this good.

Mar 29, Robert Cooksey rated it it was amazing. Bogost has a remarkable balance of academic rigor, relaxed approach, and breadth of analytical understanding. He is knowledgeable across numerous disciplines and brings that to focus on questions concerning games.

He'll address Baudellaire and Benjamin's figure that fascinates and follow it's trail to Grand Theft Auto. I love this book. I found it incredibly readable, though I've been told by those who don't already have a Bogost has a remarkable balance of academic rigor, relaxed approach, and breadth of analytical understanding.

I found it incredibly readable, though I've been told by those who don't already have a background in some of the theorists and models that it is dense and difficult. If you find it so, check out his other work. It's aimed at a more general audience. This book is good and important. Feb 21, Sam Crisp rated it really liked it. Oh, okay.

View 2 comments. More than video games, Bogost's book delves into memes, movies, travel, and reference to classic morphologies in this quest to explain the definition of "unit operations. However amidst the anecdotes and pop-culture are multiple gems of wisdom and insight that inspire and delight. The tone, delivery and ease of reading are in character with the rest of the authors works and just as delightful.

Aug 29, Joe Nelis rated it it was amazing. Bogost manages to present a critical approach that is both comprehensive and non-deterministic. It opens up video game criticism beyond the inane arguments of ludic versus narrative, of configurative versus interpretive. It embraces the potential intertextuality of video games. It discusses games as systems comprised of individual units, such as the game engine and the various coded objects and properties therein, and as units within larger systems of genre, narrative, and network representation Bogost manages to present a critical approach that is both comprehensive and non-deterministic.

It discusses games as systems comprised of individual units, such as the game engine and the various coded objects and properties therein, and as units within larger systems of genre, narrative, and network representation. If you have any interest in the discourse surrounding video games, this is a must-read. Jun 09, Ansh rated it really liked it. A bold and dense read that's ultimately rewarding due to how well it manages to connect different parts of literary and critical theory as well as philosophy and computational systems.

Sometimes, gets a bit too preoccupied with the eponymous concept of unit operations and tries over-complicating it by making it seem universal with mixed results. That said, it is probably my favorite book written by him and something I personally found relevant whether you're a critic, artist or a consumer. Aug 17, Matthew rated it liked it Shelves: nonfiction , games. Overly dense for me when Bogost goes into the deep end of the humanities, but the remaining chunks of it are particularly salient.

Probably a poor pick for my first Bogost book. View 1 comment. Jonathan rated it it was amazing Jul 18, Torill Mortensen rated it really liked it Mar 06, Thomas Passwater rated it it was amazing Jul 22, Amanda rated it did not like it Mar 05, Slavone rated it really liked it Jul 30, Dillon rated it really liked it Apr 23, Needzard rated it it was amazing Aug 02,

JAKUB WEDROWYCZ PDF

Unit Operations: An Approach to Videogame Criticism

This is a structured series of notes on the book to give an overview of its contents and its main arguments. When we watch movies or television, read book and listen to radio we are not somehow disconnected from the world and vaulted into a virtual reality beyond out own, one which is less valuable serious and meaningful than the everyday world of our concern. Using examining video games, movies and literature at the level of its unit operations, Bogost can illustrate the core meaningful units of expression these mediums demonstrate. I believe this to be a valuable book, as it places disparate mediums onto an equal level of intellectual importance and thus undermines medium specific elitism. A unit is a building block, a materiel element that makes up a system or is autonomous as a system itself. Works of literature, economies and anatomies are all system assemblages of units, but are not held rigidly in place by a deterministic totalizing structure.

ATLANTE ITALO SVIZZERO PDF

Unit Operations : An Approach to Videogame Criticism

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Unit Operations

Bogost asserts that each medium can be read as a "configurative system, an arrangement of discrete, interlocking units of expressive meaning" Bogost ix. The book is divided into four parts of three chapters each. The third section examines games as simulation , play, and art, and includes discussions of games' social power and bias. Finally, his last section deals with the philosophies of Alain Bodiou and Deleuze and sets out a vision for the future of videogame criticism. This chapter is all about definitions, and is mostly concerned with drawing a distinction between complex unit operations and totalizing system operations. Unit operations are "succint, discrete, referential, and dynamic," and draw their meaning from the complex interactions between multiple units 4.

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