eBook PDF / e-Pub Newsgames: Journalism at Play

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Title:Newsgames: Journalism at Play
Format Type:Ebook
Author:
Publisher:MIT Press (MA)
ISBN:0262014874
ISBN 13:
Number of Pages:235
Category:Games, Non fiction, Journalism, Game design, Gaming

Newsgames: Journalism at Play by Ian Bogost, Simon Ferrari, Bobby Schweizer

PDF, EPUB, MOBI, TXT, DOC Newsgames: Journalism at Play Journalism has embraced digital media in its struggle to survive But most online journalism just translates existing practices to the Web stories are written and edited as they are for print video and audio features are produced as they would be for television and radio The authors of i Newsgames i propose a new way of doing good journalism videogames Videogames are native to computers rather than a digitized form of prior media Games simulate how things work by constructing interactive models journalism as game involves more than just revisiting old forms of news production i Wired i magazine s game i Cutthroat Capitalism i for example explains the economics of Somali piracy by putting the player in command of a pirate ship offering choices for hostage negotiation strategies Videogames do not offer a panacea for the ills of contemporary news organizations But if the industry embraces them as a viable method of doing journalism not just an occasional treat for online readers newsgames can make a valuable contribution

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Alien Phenomenology, or What Its Like to Be a Thing, A Slow Year, Unit Operations: An Approach to Videogame Criticism, Kako initi stvari videoigrama, The Geek's Chihuahua: Living with Apple (Forerunners: Ideas First), Newsgames: Journalism at Play, How to Talk about Videogames, How to Do Things with Videogames, Persuasive Games: The Expressive Power of Videogames, Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games
No description available, A collection of four one kilobyte games for the Atari Video Computer System one for each season about the experience of observing things Neither action nor strategy each game requires a different kind of sedate observation and methodical input Accompanying the game are essays about the commonalities between videogames and poetry and machined haiku poetry generated by computer bits worth for each season, 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 The richness of Bogost s comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato Badiou Zizek and McLuhan and in his analysis of numerous videogames including Pong Half Life and Star Wars Galaxies 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 His extended analysis of freedom in large virtual spaces examines Grand Theft Auto The Legend of Zelda Flaubert s Madame Bovary and Joyce s Ulysses 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, b How filling life with play b b whether soccer or lawn mowing counting sheep or tossing Angry Birds b b forges a new path for creativity and joy in our impatient age b br br br Life is boring filled with meetings and traffic errands and emails Nothing we d ever call i fun i But what if we ve gotten fun wrong In i Play Anything i visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety transforming the boring ordinary world around us into one of endless playful possibilities br br The key to this playful mindset lies in discovering the secret truth of fun and games i Play Anything i reveals that games appeal to us not because they are fun but because they set i limitations i Soccer wouldn t be soccer if it wasn t composed of two teams of eleven players using only their feet heads and torsos to get a ball into a goal Tetris wouldn t be Tetris without falling pieces in characteristic shapes Such rules seem needless arbitrary and difficult Yet it is the limitations that make games enjoyable just like it s the hard things in life that give it meaning br br Play is what happens when we i accept i these limitations narrow our focus and consequently have fun Which is also how to live a good life Manipulating a soccer ball into a goal is no different than treating ordinary circumstances like grocery shopping lawn mowing and making PowerPoints as sources for meaning and joy We can play anything by filling our days with attention and discipline devotion and love for the world as it really is beyond our desires and fears br br Ranging from Internet culture to moral philosophy ancient poetry to modern consumerism Bogost shows us how today s chaotic world can only be tamed and enjoyed when we first impose boundaries on ourselves br