Ian Bogost
Ian Bogost
Ian Bogost is a philosopher and video game designer. He holds a joint professorship in the School of Literature, Media, and Communication and in Interactive Computing in the College of Computing at the Georgia Institute of Technology, where he is the Ivan Allen College of Liberal Arts Distinguished Chair in Media Studies...
mean world frank
This willingness to be frank and plain about the way that the world is, is a good first step. But that doesn't mean that you get what you want.
fun mean impossible
If you stop someone who's talking about something being fun, and say "Well what do you mean?" it's almost impossible to answer.
fun mean problem
The problem with fun is we really don't know what fun means at all.
mean hard-work people
Play becomes a distraction, something you don't really need to do. It's not for serious people. They work hard, they don't play hard. Yes, you can say play hard, but that really means, keep working hard, right?
fun mean ordinary-life
For me, what fun means is finding novelty in the suffocating familiarity of ordinary life.
meaningful serious attention
Actually a lot of the supposedly serious and meaningful and worthwhile content on the podcast or on the television is no more or less meaningful than the clothes in the laundry basket or the dishes in the sink. It's more a matter of the attention you're willing to bring to them, where you're willing to allow meaning and pleasure and the light to escape.
mean path laundry
Once you get yourself on that path where you're willing to find something delightful in laundry and in dishwashers, it means that you train yourself to be able to find it almost anywhere in almost anything.
mean important done
Any phrase that suggests play is this domain that's the opposite of work, or the thing that you do when you're done working, should trouble us. Because it means that play is always relegated to the exhaust of life. It's the thing that you do after you do the important stuff, it's what you do on your own time.
advance data entertainment experiment form games legitimate polling public social trying
When I get data back from a polling experiment, I look at it as a legitimate experiment in public policy, ... The idea is to make games that have an agenda. I'm trying to advance people, not as an entertainment form but as a social commentary.
georgia kansas moms soccer wonder
You may be in Georgia thinking, 'Gee, I wonder how soccer moms in Kansas feel about that issue,'
changes game opinion people tells
This isn't a game that changes your opinion, but tells you why people have the opinion they do.
diversity game gender industry problem racial split talked
For a long time, we've talked in the game industry about gender diversity as the one problem on the radar, but the racial split is worse.
future games hope pay people spend
People don't have to pay right now anyway, ... But, of course, I hope there is a future for my games where people would spend money.
campaigns expose exposing good huge lots mount precedent sort speech underlying videogames work wrong
Advertisers, governments and organizations mount huge campaigns to show us what they want us to see, and we want to expose what they're hiding. There's lots of precedent for this sort of speech in print, in film (and) on the Web, but we think videogames are particularly good at exposing the underlying logics of these organizations--how they work and what's wrong with it.