Ian Bogost

According to our database1, Ian Bogost authored at least 18 papers between 2005 and 2017.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2017
How to Play.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2015
Escaping the Sandbox: Making and Its Future.
Proceedings of the Ninth International Conference on Tangible, 2015

2014
Foreword.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Designing for the internet of things: prototyping material interactions.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Software Studies, MIT Press, ISBN: 978-0-262-52674-6, 2014

2012
Pretty Hate Machines: A Review of Gameplay Mode.
Game Studies, 2012

What is fun?
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

The micro-rhetorics of Game-o-Matic.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Game-O-Matic: Generating Videogames that Represent Ideas.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

2011
Proceduralist readings: how to find meaning in games with graphical logics.
Proceedings of the Foundations of Digital Games, 2011

2009
Book Review: Simon Egenfeldt-Nielsen, Jonas Heide Smith, and Susana Pajares Tosca, Understanding Video Games: The Essential Introduction. New York and London: Routledge, 2008, 293 pp. ISBN 978 - 0415977210, $35.00 (pbk).
New Media & Society, 2009

Random and Raster: Display Technologies and the Development of Videogames.
IEEE Annals of the History of Computing, 2009

You Played That? Game Studies Meets Game Criticism.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

2008
Fine Processing.
Proceedings of the Persuasive Technology, Third International Conference, 2008

On the Use of Computational Models of Influence for Managing Interactive Virtual Experiences.
Proceedings of the Interactive Storytelling, 2008

2006
Playing Politics: Videogames for Politics, Activism, and Advocacy.
First Monday, 2006

Game Design Education: Integrating Computation and Culture.
IEEE Computer, 2006

2005
Frame and Metaphor in Political Games.
Proceedings of the Digital Games Research Conference 2005, 2005


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