This course will examine contemporary trends in theorizing digital media with particular attention given to software and the video game as new media texts. The semester will be divided into two units. The first unit will address theories of code and software. We will discuss the concept of “software studies” in relation to traditional media studies, and investigate how code and software can be examined as aesthetic and political texts. Through an examination of code and semiotics, software and ideology, and critiques of particular software programs, we will lay a theoretical foundation for the investigation of our second unit: video games. Following the rise of the “serious game movement” we will investigate the emergence of political games, persuasive games, simulation games, newsgames, art games, etc., in relation to the theoretical Concepts we developed while analyzing Software and code.

Wednesday, March 12, 2008

One part I found interesting about this first part of Bogost's book Persuasive Games was hisdistinction between persuasive games and persuasive technology, later termed "captology," a subject that he seems eager to critique. I'm not sure I agree with Bogost in giving this field of study/practice the overtly negative label "manipulative technology." Nevertheless, there seems to be a somewhat dramatic distinction between persuasive technology and what Bogost chooses to focus on in this book. The way I would try to summarize this difference is by saying that while persuasive games try to persuade via some form of rhetoric, persuasive technology persuades via psychology, methods that one might use or study within a controlled, experimental environment.

On perhaps a less trivial note, I think it's particularly interesting to look at this book in light of what we talked about in Tuesday's class, namely software and games as allegories of social structures and processes. Because of the computer's increased ability to create representations of processes, Bogost chooses to focus on games and algorithms ("procedures") that "present or comment on processes inherent to human experience," such as processes that affect economic, political, social, and cultural conditions and behaviors. In other words, his focus seems to rest on games that stand as allegories for social processes (maybe more explicitly than the processes at work within software in general). As he argues, "procedural expression must entail symbol manipulation, the construction and interpretation of a symbolic system that governs human thought or action" -- a definition that I think one could apply not only to procedure, but also to ideology.

A quick look at the other sections of the book suggest that this connection isn't all that far-fetched. Bogost separates the rest of the text into three categories -- politics, advertising, and learning -- all of which correspond to the ideological state apparatuses presented by Althusser. Therefore, I think one could make the argument that an important part of procedural rhetoric is the mirroring and, in effect, critiquing of the processes at work in certain ideologies, or in ideology as a whole.

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