Articles
Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N. (2005) “Towards an Ontological Language for Game Analysis”, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume. [Full paper]
Fernandez-Vara, C., Zagal, J., Mateas, M. (2005). “Evolution of Spatial Configurations In Videogames”, In Proceedings of the Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C., June, 2005. Included in the Selected Papers volume. [Short paper]
Books
Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT Press, 2006
John Swisshelm
BS in Computational Media
swisshelm [at] gatech.edu
Spent the last few years developing all manner of crazy games. Interested in fun game controllers, exploring theological metaphors through gameplay and design, imagination as a key factor in games and toys, rock and roll karaoke, and extremely spicy food.
Projects: XNA Playing
Persuasive Games: The Expressive Power of Videogames
Ian Bogost
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric’s unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively.
Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form “procedural rhetoric,” a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change.
Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning. Bogost is both an academic researcher and videogame designer, and Persuasive Games reflects both theoretical and a game design goals.
Playology: Settlers
“Playology*: EGL’s Weekly Game Night
Tuesday, February 20, 6:00-8:00pm
Experimental Game Lab
Skiles Building Room 354
Featured game: Settlers
Next week’s featured game:
Second Life
If you want to share in the pizza, please bring cash!
“Playology*
EGL announces Playology, a weekly salon-style evening devoted to
hands-on gameplay and critical discussion. Each week will focus on a
particular theme, game, genre or aspect of game culture and design.
Participants may be asked to bring games that relate to these themes.
Game genres may include PC, console, board games, casual games, indie
and alternative games, MMORPGs and virtual worlds. Readings may also
be recommended, and special guests may be featured. Playologly is
open to Digital Media and CM faculty and students, as well as other
schools and departments, friends and spouses.
For info contact Celia Pearce celia.pearce@lcc.gatech.edu or
Clara Fermandez clara.fernandez@gatech.edu
Playology: WiiSearch
“Playology*: EGL’s Weekly Game Night
Tuesday, February 6, 6:00-8:00pm
Experimental Game Lab
Skiles Building Room 354
Theme: WiiSearch
Come try out and discuss new games on the Wii!
Pizza included on a Dutch-treat basis. Bring your own beverage.
PLEASE RSVP to celia.pearce@lcc.gatech.edu by 4pm on Tuesday.
“Playology*
EGL announces Playology, a weekly salon-style evening devoted to
hands-on gameplay and critical discussion. Each week will focus on a
particular theme, game, genre or aspect of game culture and design.
Participants may be asked to bring games that relate to these themes.
Game genres may include PC, console, board games, casual games, indie
and alternative games, MMORPGs and virtual worlds. Readings may also
be recommended, and special guests may be featured. Playologly is
open to Digital Media and CM faculty and students, as well as other
schools and departments, friends and spouses.
For info contact Celia Pearce celia.pearce@lcc.gatech.edu or
Clara Fermandez clara.fernandez@gatech.edu

