Unit Operations: An Approach to Videogame Criticism (Paperback)
暫譯: 單元操作:遊戲評論的方法論 (平裝本)

Ian Bogost

  • 出版商: MIT
  • 出版日期: 2008-03-01
  • 售價: $560
  • 語言: 英文
  • 頁數: 264
  • 裝訂: Paperback
  • ISBN: 0262524872
  • ISBN-13: 9780262524872
  • 相關分類: 軟體工程遊戲設計 Game-design
  • 立即出貨 (庫存 < 3)

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商品描述

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 3, 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.

商品描述(中文翻譯)

在《單位操作》中,伊恩·博戈斯特(Ian Bogost)主張文學理論和計算之間存在相似的原則,提出了一種文學技術理論,可以用來分析特定的電子遊戲。此外,這種方法可以應用於電子遊戲以外的領域:博戈斯特建議,任何媒介——從電子遊戲到詩歌、文學、電影或藝術——都可以被解讀為一個由離散、相互交織的意義單元組成的配置系統,他用這些領域的例子來說明這種分析方法。他認為,文學理論和信息技術的結合將幫助人文學者更認真地看待技術,並幫助技術專家更好地理解軟體和電子遊戲作為文化產物。這種方法對於數位和非數位文物的比較分析特別有用,並使其他領域的學者能夠避免「遊戲研究」的深奧孤立。

博戈斯特的比較方法的豐富性可以在他對柏拉圖、巴迪尤(Badiou)、齊澤克(Zizek)和麥克盧漢(McLuhan)等哲學家和理論家的作品的討論中看到,以及他對多款電子遊戲的分析,包括《乒乓》(Pong)、《半條命》(Half-Life)和《星際大戰:銀河系》(Star Wars Galaxies)。博戈斯特利用物件技術和複雜適應系統理論作為他的單位分析方法,強調各種人類過程的配置特徵。他對大型虛擬空間中自由的深入分析考察了《俠盜獵車手3》(Grand Theft Auto 3)、《薩爾達傳說》(The Legend of Zelda)、福樓拜的《包法利夫人》(Madame Bovary)和喬伊斯的《尤利西斯》(Ulysses)。在《單位操作》中,博戈斯特不僅提供了一種新的電子遊戲批評方法論,還主張人文學科與信息技術之間實現真正合作的可能性。