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...
Ian Bogost quotes about
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.
advertising becoming everywhere influence people positively power relationship
I've always had a complicated relationship with advertising. It's everywhere, and it's becoming more and more parasitic. Yet, because it's everywhere it has the power to influence people positively as well as negatively.
changes game opinion people tells
This isn't a game that changes your opinion, but tells you why people have the opinion they do.
thinking people our-relationship
The idea of thinking of our relationships with people as also being structured by limitations and constraints can be useful.
thinking dating people
Normally if you're dating, you're looking for compatibility, and then the moment that there's incompatibility, you're like, "Well, swipe left on that, let's just keep looking." In some ways I think the same lessons apply to people that apply to objects. It's just much easier to see that lesson in things because they're these fixed intangible lumps of stuff. People are not. They can change.
fun people
Generally speaking, when people use the word fun, it's like a placeholder. You know, "How was your evening?" "Oh it was fun."
fun thinking people
Fun doesn't have anything to do with pleasure, necessarily. I think this will be terrifically unintuitive for people.
fun people drowning
The more you're drowning in familiarity, the better the fun is. It requires less novelty to produce even more gratification. And it's something that didn't come from you. It was about the other thing - the thing you were experiencing, or the people you were with, or the mechanism you were operating, or whatever it might be.
people world my-family
The modern world is very wealthy, it's full of options. It's not like "This is the land I was born on and I have to make the most of it, and these are the people who are near me, and so they will become my family."
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?
thinking people misery
I think a lot of the misery that people experience comes from that sensation of boundlessness, of infinite possibility.
real thinking people
We're stuck in these situations with other people and our stuff and our jobs, and thinking that we can extract ourselves from those seems doomed to me. Instead, how can we live within those systems of constraints? We don't have to enjoy them, exactly, but at least acknowledge that those boundaries are real and that they structure our response to the world. And then once you do that, you allow yourself to say "I did my best given the circumstances."
georgia kansas moms soccer wonder
You may be in Georgia thinking, 'Gee, I wonder how soccer moms in Kansas feel about that issue,'
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.