<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:ddb="http://dabbledb.com/schema">  <channel>    <title>Unit Operations: An Approach to Videogame Criticism</title>    <link>http://jbushnell.dabbledb.com/publish/indexofends/2903930f-f85a-48e2-8718-9a22f09617c9/unitoperationsanapproachtovideogamecriticism.html</link>    <description></description>    <item>      <title>Intellectual Property / Language / Technology</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7696</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Intellectual Property / Language / Technology&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;If the move from real to intellectual property is what fueled the burgeoning technology industry of the past thirty years, then jargon is the raw material that helped industry form that intellectual property.&quot;&lt;br&gt;&quot;Jargon ... is a way of laying groundwork for novel production.&quot;&lt;br&gt;Bogost, xi&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7696</description>      <pubDate>Fri, 23 Mar 07 12:45:06 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7696</ddb:id>      <ddb:keywords>Intellectual Property / Language / Technology</ddb:keywords>      <ddb:text>&quot;If the move from real to intellectual property is what fueled the burgeoning technology industry of the past thirty years, then jargon is the raw material that helped industry form that intellectual property.&quot;&#13;&#10;&#13;&#10;&quot;Jargon ... is a way of laying groundwork for novel production.&quot;&#13;&#10;&#13;&#10;Bogost, xi</ddb:text>    </item>    <item>      <title>Biology</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7697</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Biology&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Over the last two hundred years, biology has revised its conception of natural life from the random wholeness of natural selection (Darwin) to the command-and-control directedness of genomics (Mendel, Crick, and Watson) to the periodiciy of punctuated equilibrium (Gould) to the complexity of autocatalysis (Kauffman).&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7697</description>      <pubDate>Fri, 23 Mar 07 12:45:06 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7697</ddb:id>      <ddb:keywords>Biology</ddb:keywords>      <ddb:text>Bogost: &quot;Over the last two hundred years, biology has revised its conception of natural life from the random wholeness of natural selection (Darwin) to the command-and-control directedness of genomics (Mendel, Crick, and Watson) to the periodiciy of punctuated equilibrium (Gould) to the complexity of autocatalysis (Kauffman)."</ddb:text>    </item>    <item>      <title>Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7698</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: contemporary systems are &quot;the spontaneous and complex result of multitudes rather than singular and absolute holisms&quot; (4)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7698</description>      <pubDate>Fri, 23 Mar 07 12:45:06 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7698</ddb:id>      <ddb:keywords>Systems</ddb:keywords>      <ddb:text>Bogost: contemporary systems are &quot;the spontaneous and complex result of multitudes rather than singular and absolute holisms&quot; (4)</ddb:text>    </item>    <item>      <title>Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7699</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;The first form of complexity was conceived in the 1940s, as biologist Ludwig von Bertalanffy's systems theory.&quot; &lt;br&gt;-Bogost, p.4&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7699</description>      <pubDate>Fri, 23 Mar 07 12:45:06 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7699</ddb:id>      <ddb:keywords>Systems</ddb:keywords>      <ddb:text>&quot;The first form of complexity was conceived in the 1940s, as biologist Ludwig von Bertalanffy's systems theory.&quot; &#13;&#10;-Bogost, p.4</ddb:text>    </item>    <item>      <title>Philosophy: Harman / Network / Relationships / Artifacts / To Read</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7701</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Harman / Network / Relationships / Artifacts / To Read&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;philosopher Graham Harman's &quot;object-oriented philosophy&quot;&lt;br&gt;a development of Heidegger's Zuhandenheit (&quot;readiness-at-hand&quot;)&lt;br&gt;Bogost: &quot;Harman suggests that all objects in the world, not just humans, are fundamentally referential, or form from relationships that extend beyond their own limits.&quot;&lt;br&gt;see his &quot;Tool-Being: Heidegger and the Metaphysics of Objects&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7701</description>      <pubDate>Tue, 14 Aug 07 11:45:32 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7701</ddb:id>      <ddb:keywords>Philosophy: Harman / Network / Relationships / Artifacts / To Read</ddb:keywords>      <ddb:text>philosopher Graham Harman's &quot;object-oriented philosophy&quot;&#13;&#10;&#13;&#10;a development of Heidegger's Zuhandenheit (&quot;readiness-at-hand&quot;)&#13;&#10;&#13;&#10;Bogost: &quot;Harman suggests that all objects in the world, not just humans, are fundamentally referential, or form from relationships that extend beyond their own limits.&quot;&#13;&#10;&#13;&#10;see his &quot;Tool-Being: Heidegger and the Metaphysics of Objects"</ddb:text>    </item>    <item>      <title>Systems / Biology</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7702</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems / Biology&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Francisco Valera + Humberto Maturana&lt;br&gt;&quot;autopoetic systems theorists&quot; who &quot;showed that the neurology of the frog operates as a system that regulates the organism's behavior.&quot; (Bogost 6)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7702</description>      <pubDate>Fri, 23 Mar 07 15:36:01 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7702</ddb:id>      <ddb:keywords>Systems / Biology</ddb:keywords>      <ddb:text>Francisco Valera + Humberto Maturana&#13;&#10;&quot;autopoetic systems theorists&quot; who &quot;showed that the neurology of the frog operates as a system that regulates the organism's behavior.&quot; (Bogost 6)</ddb:text>    </item>    <item>      <title>System / Culture / Communication / Border</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7703</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;System / Culture / Communication / Border&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;sociologist Niklas Luhmann believes that social systems regulate themselves by &quot;creating and maintaining a difference from their environment, and [using] their boundaries to regulate this difference.&quot;&lt;br&gt;Bogost: &quot;In Luhmann's systems theory, communication is the basic unit of social systems.&quot; (6)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7703</description>      <pubDate>Fri, 23 Mar 07 15:36:01 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7703</ddb:id>      <ddb:keywords>System / Culture / Communication / Border</ddb:keywords>      <ddb:text>sociologist Niklas Luhmann believes that social systems regulate themselves by &quot;creating and maintaining a difference from their environment, and [using] their boundaries to regulate this difference.&quot;&#13;&#10;&#13;&#10;Bogost: &quot;In Luhmann's systems theory, communication is the basic unit of social systems.&quot; (6)</ddb:text>    </item>    <item>      <title>Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7704</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost, 6: &quot;[S]ystems imply a fundamental order that an agent might 'discover,' one that exists by natural, universal, or common law.&quot;&lt;br&gt;a &quot;totalizing&quot; system, distinct from &quot;complex systems in which individual units relate&quot;, which are &quot;autopoetic or at least arbitrary, and characterized by exploration or interpretation rather than discovery.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7704</description>      <pubDate>Fri, 23 Mar 07 15:36:01 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7704</ddb:id>      <ddb:keywords>Systems</ddb:keywords>      <ddb:text>Bogost, 6: &quot;[S]ystems imply a fundamental order that an agent might 'discover,' one that exists by natural, universal, or common law.&quot;&#13;&#10;&#13;&#10;a &quot;totalizing&quot; system, distinct from &quot;complex systems in which individual units relate&quot;, which are &quot;autopoetic or at least arbitrary, and characterized by exploration or interpretation rather than discovery."</ddb:text>    </item>    <item>      <title>Systems / Philosophy: Heidegger / Energy / Concept</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7705</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems / Philosophy: Heidegger / Energy / Concept&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Heidegger called the grasp of totalizing systems Gestell, or Enframing.  Enframing is the modern condition of ordering the potential of structures in the world only to conceal and hold onto their energy for future use.&quot;&lt;br&gt;see also Heidegger's Bestand, &quot;standing reserve&quot; and poiesis, &quot;bringing-forth&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7705</description>      <pubDate>Fri, 23 Mar 07 15:36:01 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7705</ddb:id>      <ddb:keywords>Systems / Philosophy: Heidegger / Energy / Concept</ddb:keywords>      <ddb:text>Bogost: &quot;Heidegger called the grasp of totalizing systems Gestell, or Enframing.  Enframing is the modern condition of ordering the potential of structures in the world only to conceal and hold onto their energy for future use.&quot;&#13;&#10;&#13;&#10;see also Heidegger's Bestand, &quot;standing reserve&quot; and poiesis, &quot;bringing-forth"</ddb:text>    </item>    <item>      <title>Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7706</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;We cannot escape systems, but we can explore them, or understand ourselves as implicated in their exploration.&quot; (7)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7706</description>      <pubDate>Fri, 23 Mar 07 15:36:01 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7706</ddb:id>      <ddb:keywords>Systems</ddb:keywords>      <ddb:text>Bogost: &quot;We cannot escape systems, but we can explore them, or understand ourselves as implicated in their exploration.&quot; (7)</ddb:text>    </item>    <item>      <title>Philosophy: Heidegger / Art / Technology</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7707</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Heidegger / Art / Technology&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Heidegger suggests that the goal of art is to reconfigure the elements of Enframing / Gestell&lt;br&gt;art becomes &quot;expressive units that reconfigure our relationship with technology in new ways&quot; (Bogost)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/23/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7707</description>      <pubDate>Fri, 23 Mar 07 15:36:01 -0500</pubDate>      <ddb:date>03/23/07</ddb:date>      <ddb:id>7707</ddb:id>      <ddb:keywords>Philosophy: Heidegger / Art / Technology</ddb:keywords>      <ddb:text>Heidegger suggests that the goal of art is to reconfigure the elements of Enframing / Gestell&#13;&#10;&#13;&#10;art becomes &quot;expressive units that reconfigure our relationship with technology in new ways&quot; (Bogost)</ddb:text>    </item>    <item>      <title>Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7714</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;Complex networks are open, adjudicated by the nonsimple interaction of variety of constantly changing constituents.&quot; Bogost, 8&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7714</description>      <pubDate>Sun, 25 Mar 07 17:09:08 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7714</ddb:id>      <ddb:keywords>Systems</ddb:keywords>      <ddb:text>&quot;Complex networks are open, adjudicated by the nonsimple interaction of variety of constantly changing constituents.&quot; Bogost, 8</ddb:text>    </item>    <item>      <title>Philosophy: Spinoza / Memory</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7715</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Spinoza / Memory&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;[W]e clearly understand what memory is.  For it is othing other than a certain connection of ideas involving the nature of things outside the human body.&quot;&lt;br&gt;Bogost understands this as a merging of &quot;ontological and epistemological materiality&quot; (9)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7715</description>      <pubDate>Sun, 25 Mar 07 17:25:14 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7715</ddb:id>      <ddb:keywords>Philosophy: Spinoza / Memory</ddb:keywords>      <ddb:text>&quot;[W]e clearly understand what memory is.  For it is othing other than a certain connection of ideas involving the nature of things outside the human body.&quot;&#13;&#10;&#13;&#10;Bogost understands this as a merging of &quot;ontological and epistemological materiality&quot; (9)</ddb:text>    </item>    <item>      <title>Philosophy: Spinoza / Network / Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7716</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Spinoza / Network / Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Spinoza's philosophy sets up a network-like superstructure for almost any kind of material relation ... [This] sets the stage for future forms of complex systems.&quot;&lt;br&gt;Spinoza sees relationships between objects as &quot;innumerably re-creatable&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7716</description>      <pubDate>Sun, 25 Mar 07 17:32:15 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7716</ddb:id>      <ddb:keywords>Philosophy: Spinoza / Network / Systems</ddb:keywords>      <ddb:text>Bogost: &quot;Spinoza's philosophy sets up a network-like superstructure for almost any kind of material relation ... [This] sets the stage for future forms of complex systems.&quot;&#13;&#10;&#13;&#10;Spinoza sees relationships between objects as &quot;innumerably re-creatable"</ddb:text>    </item>    <item>      <title>Philosophy: Badiou / Math</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7717</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Badiou / Math&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Alain Badiou develops an interest in set theory--&lt;br&gt;&quot;A set for Badiou is a collection of elements selected from the infinite possible collections of elements.  These elements in turn must be thought of as multiplicities, as sets themselves.&quot; (Bogost)&lt;br&gt;there's a way that this is applicable to the &quot;Everything Device&quot; notion ... ?&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7717</description>      <pubDate>Sun, 25 Mar 07 17:40:40 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7717</ddb:id>      <ddb:keywords>Philosophy: Badiou / Math</ddb:keywords>      <ddb:text>Alain Badiou develops an interest in set theory--&#13;&#10;&#13;&#10;&quot;A set for Badiou is a collection of elements selected from the infinite possible collections of elements.  These elements in turn must be thought of as multiplicities, as sets themselves.&quot; (Bogost)&#13;&#10;&#13;&#10;there's a way that this is applicable to the &quot;Everything Device&quot; notion ... ?</ddb:text>    </item>    <item>      <title>Process / Emotion / Poetry: Eliot</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7718</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Process / Emotion / Poetry: Eliot&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;T.S. Eliot's notion of the &quot;objective correlative&quot; is a &quot;literary formula for the production of an emotion&quot; (Bogost)&lt;br&gt;connected to Janet Murray's notion of &quot;procedurality&quot; ?&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7718</description>      <pubDate>Sun, 25 Mar 07 17:43:09 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7718</ddb:id>      <ddb:keywords>Process / Emotion / Poetry: Eliot</ddb:keywords>      <ddb:text>T.S. Eliot's notion of the &quot;objective correlative&quot; is a &quot;literary formula for the production of an emotion&quot; (Bogost)&#13;&#10;&#13;&#10;connected to Janet Murray's notion of &quot;procedurality&quot; ?</ddb:text>    </item>    <item>      <title>Hypertext</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7719</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Hypertext&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Espen Aarseth's &quot;cybertexts&quot; rely on &quot;configuration as a formal property&quot; (Bogost, 14)&lt;br&gt;&quot;Aarseth articulates a 'traversal function' that assembles a particular string of readable signs (what he calls 'scriptons') from a possible array of textual signs (what he calls 'textons')&quot;&lt;br&gt;Bogost's unit-operations-based criticism is similar, although instead of locating these notions in a &quot;work,&quot; Bogost applies them in the service of &quot;a particular critical practice&quot;&lt;br&gt;Hm &lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7719</description>      <pubDate>Sun, 25 Mar 07 17:46:20 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7719</ddb:id>      <ddb:keywords>Hypertext</ddb:keywords>      <ddb:text>Espen Aarseth's &quot;cybertexts&quot; rely on &quot;configuration as a formal property&quot; (Bogost, 14)&#13;&#10;&#13;&#10;&quot;Aarseth articulates a 'traversal function' that assembles a particular string of readable signs (what he calls 'scriptons') from a possible array of textual signs (what he calls 'textons')&quot;&#13;&#10;&#13;&#10;Bogost's unit-operations-based criticism is similar, although instead of locating these notions in a &quot;work,&quot; Bogost applies them in the service of &quot;a particular critical practice&quot;&#13;&#10;&#13;&#10;Hm &#13;
</ddb:text>    </item>    <item>      <title>Philosophy / Form / Reality</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7725</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy / Form / Reality&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;The problem of universals is one of the oldest in philosophy.  It asks whether abstract concepts (universals) that range over individual things (particulars) exist in some realm outside human understanding.&quot; (21)&lt;br&gt;realists (i.e. Plato) v. nominalists (i.e. Ockham)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7725</description>      <pubDate>Sun, 25 Mar 07 23:48:26 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7725</ddb:id>      <ddb:keywords>Philosophy / Form / Reality</ddb:keywords>      <ddb:text>Bogost: &quot;The problem of universals is one of the oldest in philosophy.  It asks whether abstract concepts (universals) that range over individual things (particulars) exist in some realm outside human understanding.&quot; (21)&#13;&#10;&#13;&#10;realists (i.e. Plato) v. nominalists (i.e. Ockham)</ddb:text>    </item>    <item>      <title>Philosophy: Aristotle / Form / Experience</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7726</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Aristotle / Form / Experience&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Aristotle makes a decisive gesture in the philosophy of universals ... [He] shifted the position of universals from without to within human experience.&quot;&lt;br&gt;For Aristotle, &quot;universals (forms) do exist, but only in *matter,* in the material world of experiences.&quot;&lt;br&gt;universal modes vs. particular modes&lt;br&gt;&quot;For Aristotle, matter and form are fundamentally tied&quot; &lt;br&gt;It is only a &quot;mental function that allows us to gain an unverstanding of the form in the matter, the universal in the particular.  He calls this faculty *abstraction*&quot; (22)&lt;br&gt;This maneuver is a &quot;simultaneous individuation and generalization&quot; of forms (23)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7726</description>      <pubDate>Mon, 26 Mar 07 00:06:34 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7726</ddb:id>      <ddb:keywords>Philosophy: Aristotle / Form / Experience</ddb:keywords>      <ddb:text>Bogost: &quot;Aristotle makes a decisive gesture in the philosophy of universals ... [He] shifted the position of universals from without to within human experience.&quot;&#13;&#10;&#13;&#10;For Aristotle, &quot;universals (forms) do exist, but only in *matter,* in the material world of experiences.&quot;&#13;&#10;&#13;&#10;universal modes vs. particular modes&#13;&#10;&#13;&#10;&quot;For Aristotle, matter and form are fundamentally tied&quot; &#13;&#10;&#13;&#10;It is only a &quot;mental function that allows us to gain an unverstanding of the form in the matter, the universal in the particular.  He calls this faculty *abstraction*&quot; (22)&#13;&#10;&#13;&#10;This maneuver is a &quot;simultaneous individuation and generalization&quot; of forms (23)</ddb:text>    </item>    <item>      <title>Philosophy: Aristotle / Form</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7727</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Aristotle / Form&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Aristotle posits a specific notion of causality.  Final causality is the natural procession of matter toward the realization of its form ... The final cause is the purpose objects work towards as they change.  In this sense, Aristotle's world is deeply teleological; things seek a formal, ideal purpose.  Such striving relies on a purposiveness that orders and regulates the universe; a system that directs the movements of objects towards a directed end.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7727</description>      <pubDate>Mon, 26 Mar 07 00:05:17 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7727</ddb:id>      <ddb:keywords>Philosophy: Aristotle / Form</ddb:keywords>      <ddb:text>Bogost: &quot;Aristotle posits a specific notion of causality.  Final causality is the natural procession of matter toward the realization of its form ... The final cause is the purpose objects work towards as they change.  In this sense, Aristotle's world is deeply teleological; things seek a formal, ideal purpose.  Such striving relies on a purposiveness that orders and regulates the universe; a system that directs the movements of objects towards a directed end."</ddb:text>    </item>    <item>      <title>Philosophy: Derrida / Systems</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7728</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Philosophy: Derrida / Systems&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Derrida is obsessed with dismantling totalizing systems&quot; (24)&lt;br&gt;&quot;However, taken as a whole, deconstructionism can also be said to exhibit remarkable systematicity. ... [T]he process of deconstruction itself threatens to become a closed, static system.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7728</description>      <pubDate>Mon, 26 Mar 07 00:14:00 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7728</ddb:id>      <ddb:keywords>Philosophy: Derrida / Systems</ddb:keywords>      <ddb:text>Bogost: &quot;Derrida is obsessed with dismantling totalizing systems&quot; (24)&#13;&#10;&#13;&#10;&quot;However, taken as a whole, deconstructionism can also be said to exhibit remarkable systematicity. ... [T]he process of deconstruction itself threatens to become a closed, static system."</ddb:text>    </item>    <item>      <title>Computers / Timeline</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7729</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Computers / Timeline&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;[I]n 1945 ENIAC engineer and renowned mathematician John von Neumann suggested that computers should have a simple physical structure and yet be able to perform any kind of computation through programmable control alone rather than physical alteration of the computer itself.&quot; (Bogost 25)&lt;br&gt;the &quot;von Neumann architecture&quot; or &quot;the stored-program technique&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7729</description>      <pubDate>Mon, 26 Mar 07 00:17:58 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7729</ddb:id>      <ddb:keywords>Computers / Timeline</ddb:keywords>      <ddb:text>&quot;[I]n 1945 ENIAC engineer and renowned mathematician John von Neumann suggested that computers should have a simple physical structure and yet be able to perform any kind of computation through programmable control alone rather than physical alteration of the computer itself.&quot; (Bogost 25)&#13;&#10;&#13;&#10;the &quot;von Neumann architecture&quot; or &quot;the stored-program technique"</ddb:text>    </item>    <item>      <title>Media: Digital Media</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7730</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Digital Media&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;the force and power&quot; of digital media &quot;comes not only from their material structure, but also from an amalgam of their logical and functional structures--the fashion in which computational and cultural works are created and used.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7730</description>      <pubDate>Mon, 26 Mar 07 00:27:21 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7730</ddb:id>      <ddb:keywords>Media: Digital Media</ddb:keywords>      <ddb:text>Bogost: &quot;the force and power&quot; of digital media &quot;comes not only from their material structure, but also from an amalgam of their logical and functional structures--the fashion in which computational and cultural works are created and used."</ddb:text>    </item>    <item>      <title>Media: Digital Media</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7731</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Digital Media&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;In The Language of New Media, Lev Manovich claims that binary digital data signals a sea change in representation; digital computers manipulate content previously of different media forms (audio, video, text, image, etc) and represent that content in unitary structures.&quot;&lt;br&gt;However, &quot;it is wrong to claim that digitalization introduced the notion of universalism to computation.&quot; (28)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7731</description>      <pubDate>Mon, 26 Mar 07 00:29:53 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7731</ddb:id>      <ddb:keywords>Media: Digital Media</ddb:keywords>      <ddb:text>Bogost: &quot;In The Language of New Media, Lev Manovich claims that binary digital data signals a sea change in representation; digital computers manipulate content previously of different media forms (audio, video, text, image, etc) and represent that content in unitary structures.&quot;&#13;&#10;&#13;&#10;However, &quot;it is wrong to claim that digitalization introduced the notion of universalism to computation.&quot; (28)</ddb:text>    </item>    <item>      <title>Systems / Cyborg / Patterns / Chaos</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7732</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Systems / Cyborg / Patterns / Chaos&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;N. Katherine Hayles's approach to cybernetics [suggests] that cybernetic systems function within a dialectic of pattern and randomness.  In the immense world of binary data, meaning emerges where authors or users create or recognize patterns.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/25/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7732</description>      <pubDate>Mon, 26 Mar 07 00:32:08 -0500</pubDate>      <ddb:date>03/25/07</ddb:date>      <ddb:id>7732</ddb:id>      <ddb:keywords>Systems / Cyborg / Patterns / Chaos</ddb:keywords>      <ddb:text>Bogost: &quot;N. Katherine Hayles's approach to cybernetics [suggests] that cybernetic systems function within a dialectic of pattern and randomness.  In the immense world of binary data, meaning emerges where authors or users create or recognize patterns."</ddb:text>    </item>    <item>      <title>Computers</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7861</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Computers&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Software must exhibit four properties to be considered object-oriented: abstraction, encapsulation, polymorphism, and inheritance.&quot;&lt;br&gt;Unit Operations, 39&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/27/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7861</description>      <pubDate>Fri, 06 Apr 07 10:34:11 -0500</pubDate>      <ddb:date>03/27/07</ddb:date>      <ddb:id>7861</ddb:id>      <ddb:keywords>Computers</ddb:keywords>      <ddb:text>Bogost: &quot;Software must exhibit four properties to be considered object-oriented: abstraction, encapsulation, polymorphism, and inheritance.&quot;&#13;&#10;&#13;&#10;Unit Operations, 39</ddb:text>    </item>    <item>      <title>Technology / Reality</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7862</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Technology / Reality&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;The common thread in analyses like those of [Friedrich] Kittler and [Neil] Postman is that even a word processing program limits the way humans relate to the world in a radical way, almost to the point of constituting an ontological threat.&quot; (37)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/27/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7862</description>      <pubDate>Fri, 06 Apr 07 15:34:52 -0500</pubDate>      <ddb:date>03/27/07</ddb:date>      <ddb:id>7862</ddb:id>      <ddb:keywords>Technology / Reality</ddb:keywords>      <ddb:text>Bogost: &quot;The common thread in analyses like those of [Friedrich] Kittler and [Neil] Postman is that even a word processing program limits the way humans relate to the world in a radical way, almost to the point of constituting an ontological threat.&quot; (37)</ddb:text>    </item>    <item>      <title>Computers / Timeline / Math / Philosophy: Leibniz / Reality</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7863</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Computers / Timeline / Math / Philosophy: Leibniz / Reality&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;Leibniz developed the first system of digital arithmetic, the basis of all digital technology&quot;&lt;br&gt;from this, Leibniz concludes &quot;that all reality is therefore constructed of extensions of this notion, Being (1) and Nothing (0).&quot;  &lt;br&gt;Bogost, 37&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/27/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7863</description>      <pubDate>Fri, 06 Apr 07 17:00:15 -0500</pubDate>      <ddb:date>03/27/07</ddb:date>      <ddb:id>7863</ddb:id>      <ddb:keywords>Computers / Timeline / Math / Philosophy: Leibniz / Reality</ddb:keywords>      <ddb:text>&quot;Leibniz developed the first system of digital arithmetic, the basis of all digital technology&quot;&#13;&#10;&#13;&#10;from this, Leibniz concludes &quot;that all reality is therefore constructed of extensions of this notion, Being (1) and Nothing (0).&quot;  &#13;&#10;&#13;&#10;Bogost, 37</ddb:text>    </item>    <item>      <title>Computers / Timeline / Mind / Information</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7864</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Computers / Timeline / Mind / Information&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;object technology &quot;descends directly from John von Neumann's dream of unviersal computation&quot;&lt;br&gt;and is popularized by Alan Kay's SmallTalk, created at Xerox PARC in the early 1970s&lt;br&gt;an attempt to get computers to &quot;manage information in the same way as human cognition&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/27/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7864</description>      <pubDate>Fri, 06 Apr 07 16:54:05 -0500</pubDate>      <ddb:date>03/27/07</ddb:date>      <ddb:id>7864</ddb:id>      <ddb:keywords>Computers / Timeline / Mind / Information</ddb:keywords>      <ddb:text>object technology &quot;descends directly from John von Neumann's dream of unviersal computation&quot;&#13;&#10;&#13;&#10;and is popularized by Alan Kay's SmallTalk, created at Xerox PARC in the early 1970s&#13;&#10;&#13;&#10;an attempt to get computers to &quot;manage information in the same way as human cognition"</ddb:text>    </item>    <item>      <title>Intellectual Property / Computers</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7865</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Intellectual Property / Computers&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;the way that Windows (for instance) encases or encapsulates functions into &quot;component objects&quot; (dynamic link libraries, or dlls) is a &quot;method of encapsulating intellectual capital&quot; (Bogost) in a set of &quot;black boxes&quot;&lt;br&gt;--object technology&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;03/27/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7865</description>      <pubDate>Fri, 06 Apr 07 16:56:26 -0500</pubDate>      <ddb:date>03/27/07</ddb:date>      <ddb:id>7865</ddb:id>      <ddb:keywords>Intellectual Property / Computers</ddb:keywords>      <ddb:text>the way that Windows (for instance) encases or encapsulates functions into &quot;component objects&quot; (dynamic link libraries, or dlls) is a &quot;method of encapsulating intellectual capital&quot; (Bogost) in a set of &quot;black boxes&quot;&#13;&#10;&#13;&#10;--object technology</ddb:text>    </item>    <item>      <title>Intellectual Property / Computers</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7873</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Intellectual Property / Computers&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost, 41: &quot;the primary basis for the defensible intellectual property of software systems&quot; is in &quot;encapsulation&quot;&lt;br&gt;which &quot;hides the internal workings of a particular operation&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7873</description>      <pubDate>Mon, 09 Apr 07 10:18:04 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7873</ddb:id>      <ddb:keywords>Intellectual Property / Computers</ddb:keywords>      <ddb:text>Bogost, 41: &quot;the primary basis for the defensible intellectual property of software systems&quot; is in &quot;encapsulation&quot;&#13;&#10;&#13;&#10;which &quot;hides the internal workings of a particular operation"</ddb:text>    </item>    <item>      <title>Technology: ATM Machine / Work / Capitalism</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7874</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Technology: ATM Machine / Work / Capitalism&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost points out that the &quot;encapsulation&quot; of an ATM surcharge into the &quot;withdrawal operation&quot; has the effect of making us accept the fact &quot;that access to the exchange value of one's own labor comes at a cost&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7874</description>      <pubDate>Mon, 09 Apr 07 10:20:22 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7874</ddb:id>      <ddb:keywords>Technology: ATM Machine / Work / Capitalism</ddb:keywords>      <ddb:text>Bogost points out that the &quot;encapsulation&quot; of an ATM surcharge into the &quot;withdrawal operation&quot; has the effect of making us accept the fact &quot;that access to the exchange value of one's own labor comes at a cost"</ddb:text>    </item>    <item>      <title>Media / To Read / Narrative</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7875</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media / To Read / Narrative&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Jay Bolter + Richard Grusin's book, Remediation&lt;br&gt;develops the McLuhan-like claim that &quot;all media articulate or pay homage to previous media, thus 'remediating' previous media forms&quot; (Bogost's summary)&lt;br&gt;Bogost connects this, somehow [?] to his process of &quot;encapsulation,&quot; claiming that Bolter and Grusin see the &quot;encapsulation of cultural prodcts as an artifact of the process of remediation&quot;&lt;br&gt;(the example is the way that Batman recurs in various media)&lt;br&gt;could this be connected to that thing where the Matrix attempts to tell its meta-narrative across media?&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7875</description>      <pubDate>Mon, 09 Apr 07 10:24:43 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7875</ddb:id>      <ddb:keywords>Media / To Read / Narrative</ddb:keywords>      <ddb:text>Jay Bolter + Richard Grusin's book, Remediation&#13;&#10;&#13;&#10;develops the McLuhan-like claim that &quot;all media articulate or pay homage to previous media, thus 'remediating' previous media forms&quot; (Bogost's summary)&#13;&#10;&#13;&#10;Bogost connects this, somehow [?] to his process of &quot;encapsulation,&quot; claiming that Bolter and Grusin see the &quot;encapsulation of cultural prodcts as an artifact of the process of remediation&quot;&#13;&#10;&#13;&#10;(the example is the way that Batman recurs in various media)&#13;&#10;&#13;&#10;could this be connected to that thing where the Matrix attempts to tell its meta-narrative across media?&#13;
</ddb:text>    </item>    <item>      <title>Capitalism / Media / Design</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7876</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Capitalism / Media / Design&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost points out the cross-media development of the Hello Kitty archetype:&lt;br&gt;&quot;Since 1976, the Japanese company Sanrio has done nothing but license its popular Hello Kitty character for use in other forms of cultural capital ... Licensing is an example of the fungible use of a unit operation in the cultural, commercial, and legal registers.&quot; (42) &lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7876</description>      <pubDate>Mon, 09 Apr 07 10:27:48 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7876</ddb:id>      <ddb:keywords>Capitalism / Media / Design</ddb:keywords>      <ddb:text>Bogost points out the cross-media development of the Hello Kitty archetype:&#13;&#10;&#13;&#10;&quot;Since 1976, the Japanese company Sanrio has done nothing but license its popular Hello Kitty character for use in other forms of cultural capital ... Licensing is an example of the fungible use of a unit operation in the cultural, commercial, and legal registers.&quot; (42) </ddb:text>    </item>    <item>      <title>Memetics / Concept / Culture / Capitalism</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7877</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Memetics / Concept / Culture / Capitalism&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Ryan Mathew and Watts Wacker have promoted the notion of the &quot;devox&quot; -- a &quot;memelike superentity ... which effects cultural change through the promulgation of deviance.&quot;&lt;br&gt;in footnote, Bogost clarifies: &quot;Deviance in this case refers ... to the notion that cultural units begin as marginalized units before becoming mass-market&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7877</description>      <pubDate>Mon, 09 Apr 07 10:31:57 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7877</ddb:id>      <ddb:keywords>Memetics / Concept / Culture / Capitalism</ddb:keywords>      <ddb:text>Ryan Mathew and Watts Wacker have promoted the notion of the &quot;devox&quot; -- a &quot;memelike superentity ... which effects cultural change through the promulgation of deviance.&quot;&#13;&#10;&#13;&#10;in footnote, Bogost clarifies: &quot;Deviance in this case refers ... to the notion that cultural units begin as marginalized units before becoming mass-market"</ddb:text>    </item>    <item>      <title>Literary Criticism / Bricolage / Philosophy: Derrida</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7878</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Literary Criticism / Bricolage / Philosophy: Derrida&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;Gerard Genette draws a direct correlation between bricolage and cultural criticism; it is a process of borrowing concepts and putting them to use.&quot;&lt;br&gt;(Bogost)&lt;br&gt;apparently Derrida develops Genette's idea?&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7878</description>      <pubDate>Fri, 18 May 07 10:44:51 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7878</ddb:id>      <ddb:keywords>Literary Criticism / Bricolage / Philosophy: Derrida</ddb:keywords>      <ddb:text>&quot;Gerard Genette draws a direct correlation between bricolage and cultural criticism; it is a process of borrowing concepts and putting them to use.&quot;&#13;&#10;(Bogost)&#13;&#10;&#13;&#10;apparently Derrida develops Genette's idea?</ddb:text>    </item>    <item>      <title>Media: Videogames / Interactive Fiction / Communication</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7879</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Interactive Fiction / Communication&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Espen Aarseth wants people to study &quot;videogames and related technologies&quot; (Bogost) &quot;for what they can tell us about the principles and evolution of human communication&quot; (Aarseth)&lt;br&gt;yet simultaneously he thinks that focusing on games as literature-- &quot;applying the theories of literary criticism to a new empirical field, seemingly without any reassessment of the terms and concepts involved&quot; --is a problem&lt;br&gt;leading him to say things like &quot;interactive fiction [is] an unfocused fantasy rather than a concept of any analytical substance&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7879</description>      <pubDate>Mon, 09 Apr 07 10:44:05 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7879</ddb:id>      <ddb:keywords>Media: Videogames / Interactive Fiction / Communication</ddb:keywords>      <ddb:text>Espen Aarseth wants people to study &quot;videogames and related technologies&quot; (Bogost) &quot;for what they can tell us about the principles and evolution of human communication&quot; (Aarseth)&#13;&#10;&#13;&#10;yet simultaneously he thinks that focusing on games as literature-- &quot;applying the theories of literary criticism to a new empirical field, seemingly without any reassessment of the terms and concepts involved&quot; --is a problem&#13;&#10;&#13;&#10;leading him to say things like &quot;interactive fiction [is] an unfocused fantasy rather than a concept of any analytical substance"</ddb:text>    </item>    <item>      <title>Game</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7880</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Game&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Frans Mayra (head of the Digital Game Research Association or DiGRA): &quot;Games have their own distinctive features and fundamental character or ontology, which are not shared as such by other cultural forms.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7880</description>      <pubDate>Mon, 09 Apr 07 10:46:15 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7880</ddb:id>      <ddb:keywords>Game</ddb:keywords>      <ddb:text>Frans Mayra (head of the Digital Game Research Association or DiGRA): &quot;Games have their own distinctive features and fundamental character or ontology, which are not shared as such by other cultural forms."</ddb:text>    </item>    <item>      <title>Computers / Media: Videogames / Form / Genre / Intellectual Property</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7882</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Computers / Media: Videogames / Form / Genre / Intellectual Property&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Common gameplay in works of the same genre makes it possible to develop new games on the code written for existing games.&quot;  &lt;br&gt;the &quot;common substructure&quot; here creates an angle through which games can (should?) be analyzed&lt;br&gt;&quot;Game engines move far beyond literary devices and genres ... [G]ame engines regulate individual videogames' artistic, cultural, and narrative expression.&quot;&lt;br&gt;also: &quot;[G]ame engines are IP.  They exist in the material world in a way that genres, devices, and cliches do not.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7882</description>      <pubDate>Mon, 09 Apr 07 10:52:55 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7882</ddb:id>      <ddb:keywords>Computers / Media: Videogames / Form / Genre / Intellectual Property</ddb:keywords>      <ddb:text>Bogost: &quot;Common gameplay in works of the same genre makes it possible to develop new games on the code written for existing games.&quot;  &#13;&#10;&#13;&#10;the &quot;common substructure&quot; here creates an angle through which games can (should?) be analyzed&#13;&#10;&#13;&#10;&quot;Game engines move far beyond literary devices and genres ... [G]ame engines regulate individual videogames' artistic, cultural, and narrative expression.&quot;&#13;&#10;&#13;&#10;also: &quot;[G]ame engines are IP.  They exist in the material world in a way that genres, devices, and cliches do not."</ddb:text>    </item>    <item>      <title>Film / Industrial Age / Corporations</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7883</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Film / Industrial Age / Corporations&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;[T]he film industry remains the dominant example of an industrial art, where large teams of individuals with specific skills (both artistic and technical) produce a work often, but not always, funded by large corporate investors.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7883</description>      <pubDate>Mon, 09 Apr 07 10:50:36 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7883</ddb:id>      <ddb:keywords>Film / Industrial Age / Corporations</ddb:keywords>      <ddb:text>Bogost: &quot;[T]he film industry remains the dominant example of an industrial art, where large teams of individuals with specific skills (both artistic and technical) produce a work often, but not always, funded by large corporate investors."</ddb:text>    </item>    <item>      <title>Media: Videogames / Genre / Technology / Form</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7884</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Genre / Technology / Form&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;[F]irst-person shooter game engines construe entire gameplay behaviors, facilitating functional interactions divorced from individual games. ... Game engines differ from genres in that they abstract ... material requirements as their primary-- perhaps their only --formal constituent.&quot; (57)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/09/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7884</description>      <pubDate>Mon, 09 Apr 07 10:57:09 -0500</pubDate>      <ddb:date>04/09/07</ddb:date>      <ddb:id>7884</ddb:id>      <ddb:keywords>Media: Videogames / Genre / Technology / Form</ddb:keywords>      <ddb:text>Bogost: &quot;[F]irst-person shooter game engines construe entire gameplay behaviors, facilitating functional interactions divorced from individual games. ... Game engines differ from genres in that they abstract ... material requirements as their primary-- perhaps their only --formal constituent.&quot; (57)</ddb:text>    </item>    <item>      <title>Media: Videogames</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7909</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;After the success of Doom, its developer iD Software recognized that they could capitalize not just on games they created, but also on helping other developers create similar and derivative games ... iD turned that idea into the Quake Engine, which has become the basis for dozens of titles released since, including HeXen 2 and Half-Life&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7909</description>      <pubDate>Fri, 20 Apr 07 12:30:58 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7909</ddb:id>      <ddb:keywords>Media: Videogames</ddb:keywords>      <ddb:text>Bogost: &quot;After the success of Doom, its developer iD Software recognized that they could capitalize not just on games they created, but also on helping other developers create similar and derivative games ... iD turned that idea into the Quake Engine, which has become the basis for dozens of titles released since, including HeXen 2 and Half-Life"</ddb:text>    </item>    <item>      <title>Media: Videogames / Intellectual Property</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7910</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Intellectual Property&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;Valve Software ... released Half-Life in 1998, based on the Quake II engine.  Half-Life in turn spawned a multiplayer edition called Counter-Strike, which remains among the most popular Internet/LAN games today.&quot;&lt;br&gt;see also the relationship between Tank and Pong&lt;br&gt;&quot;Both Tank and Half-Life demonstrate how formal intellectual property relationships between games and their developers or publishers encourage growth that benefits both.&quot; Bogost, 61&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7910</description>      <pubDate>Fri, 20 Apr 07 12:34:05 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7910</ddb:id>      <ddb:keywords>Media: Videogames / Intellectual Property</ddb:keywords>      <ddb:text>&quot;Valve Software ... released Half-Life in 1998, based on the Quake II engine.  Half-Life in turn spawned a multiplayer edition called Counter-Strike, which remains among the most popular Internet/LAN games today.&quot;&#13;&#10;&#13;&#10;see also the relationship between Tank and Pong&#13;&#10;&#13;&#10;&quot;Both Tank and Half-Life demonstrate how formal intellectual property relationships between games and their developers or publishers encourage growth that benefits both.&quot; Bogost, 61</ddb:text>    </item>    <item>      <title>Media: Videogames / Intellectual Property</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7911</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Intellectual Property&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;[E]ffective criticism of [video]games as cultural works may need to take the licensing operation [the relation between a game engine and a derivative game] into account in understanding how a work functions discursively.&quot;&lt;br&gt;Bogotst, 62&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7911</description>      <pubDate>Fri, 20 Apr 07 12:37:02 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7911</ddb:id>      <ddb:keywords>Media: Videogames / Intellectual Property</ddb:keywords>      <ddb:text>&quot;[E]ffective criticism of [video]games as cultural works may need to take the licensing operation [the relation between a game engine and a derivative game] into account in understanding how a work functions discursively.&quot;&#13;&#10;&#13;&#10;Bogotst, 62&#13;
</ddb:text>    </item>    <item>      <title>Media: Videogames / To Play</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7912</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / To Play&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Notable first-person shooters or FPS include &lt;br&gt;Warren Spector's Thief, in which &quot;the main goal is to *avoid* conflict, sneaking through shadows and darkness to avoid detection&quot;&lt;br&gt;and Warren Spector's Deus Ex (built on the Unreal game engine) which adds a &quot;moral tenor&quot; : &quot;each violent *and* nonviolent player decision affects the outcome of the game&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7912</description>      <pubDate>Fri, 20 Apr 07 12:39:52 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7912</ddb:id>      <ddb:keywords>Media: Videogames / To Play</ddb:keywords>      <ddb:text>Notable first-person shooters or FPS include &#13;&#10;&#13;&#10;Warren Spector's Thief, in which &quot;the main goal is to *avoid* conflict, sneaking through shadows and darkness to avoid detection&quot;&#13;&#10;&#13;&#10;and Warren Spector's Deus Ex (built on the Unreal game engine) which adds a &quot;moral tenor&quot; : &quot;each violent *and* nonviolent player decision affects the outcome of the game"</ddb:text>    </item>    <item>      <title>Media: Videogames / Narrative</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7913</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Narrative&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Facade utilizes ABL (A Behavior Language), a &quot;reactive planning language&quot; [?]&lt;br&gt;ABL is based on Hap, a &quot;computational system for goal-directed activity developed at Carnegie Mellon University&quot;&lt;br&gt;Note that Wikipedia has entries on neither Hap nor ABL-- start from the Facade page and work outwards?&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7913</description>      <pubDate>Fri, 20 Apr 07 12:43:41 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7913</ddb:id>      <ddb:keywords>Media: Videogames / Narrative</ddb:keywords>      <ddb:text>Facade utilizes ABL (A Behavior Language), a &quot;reactive planning language&quot; [?]&#13;&#10;&#13;&#10;ABL is based on Hap, a &quot;computational system for goal-directed activity developed at Carnegie Mellon University&quot;&#13;&#10;&#13;&#10;Note that Wikipedia has entries on neither Hap nor ABL-- start from the Facade page and work outwards?</ddb:text>    </item>    <item>      <title>Media: Videogames / Narrative</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7914</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Narrative&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;&quot;[Michael] Mateas and [Andrew] Stern [the creators of Facade] ... break down master narrative into story beats, a term they borrow from screen writing.  In film, story beats simply refer to plot points within a larger story; in Facade, they refer to short segments of goal-driven, flexible interaction ... [T]he platform queues subsequent beats to progress the experience along a given story arc, a bit like narrative pathfinding.&quot;  (Bogost, 65-6)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7914</description>      <pubDate>Fri, 20 Apr 07 12:46:27 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7914</ddb:id>      <ddb:keywords>Media: Videogames / Narrative</ddb:keywords>      <ddb:text>&quot;[Michael] Mateas and [Andrew] Stern [the creators of Facade] ... break down master narrative into story beats, a term they borrow from screen writing.  In film, story beats simply refer to plot points within a larger story; in Facade, they refer to short segments of goal-driven, flexible interaction ... [T]he platform queues subsequent beats to progress the experience along a given story arc, a bit like narrative pathfinding.&quot;  (Bogost, 65-6)</ddb:text>    </item>    <item>      <title>Media: Videogames / Narrative</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7915</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Narrative&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;[Jesper] Juul concedes that games and narratives share common properties: we use narratives to make sense of experiences, and games have embedded stories and backstories that are undeniably narrative.  Juul shows how even a 'simple' game like Space Invaders relies on a narrative backstory to motivate gameplay&quot; (67)&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7915</description>      <pubDate>Fri, 20 Apr 07 15:13:04 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7915</ddb:id>      <ddb:keywords>Media: Videogames / Narrative</ddb:keywords>      <ddb:text>Bogost: &quot;[Jesper] Juul concedes that games and narratives share common properties: we use narratives to make sense of experiences, and games have embedded stories and backstories that are undeniably narrative.  Juul shows how even a 'simple' game like Space Invaders relies on a narrative backstory to motivate gameplay&quot; (67)</ddb:text>    </item>    <item>      <title>Media: Videogames / Narrative</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7916</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Narrative&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Bogost: &quot;Juul's fundamental point is that games disturb the relation between reader and story that narratives require.&quot;&lt;br&gt;Juul: &quot;the player inhabits a twilight zone where he/she is both an empirical subject outside the game *and* undertakes a role inside the game.&quot;&lt;br&gt;sort of like Will Wright's claims about feeling pride or guilt / shame while playing&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7916</description>      <pubDate>Fri, 20 Apr 07 15:38:31 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7916</ddb:id>      <ddb:keywords>Media: Videogames / Narrative</ddb:keywords>      <ddb:text>Bogost: &quot;Juul's fundamental point is that games disturb the relation between reader and story that narratives require.&quot;&#13;&#10;&#13;&#10;Juul: &quot;the player inhabits a twilight zone where he/she is both an empirical subject outside the game *and* undertakes a role inside the game.&quot;&#13;&#10;&#13;&#10;sort of like Will Wright's claims about feeling pride or guilt / shame while playing</ddb:text>    </item>    <item>      <title>Media: Videogames / Game / Narrative</title>      <link>http://jbushnell.dabbledb.com/dabble/indexofends?view=13864&amp;entry=7917</link>      <description>&lt;b&gt;Keywords: &lt;/b&gt;Media: Videogames / Game / Narrative&lt;br&gt;&lt;b&gt;Text: &lt;/b&gt;Jesper Juul, on &quot;what makes games games&quot;:&lt;br&gt;&quot;rules, goals, player activity, the projection of the player's actions into the game world, the way the game defines the possible actions of the player.&quot;&lt;br&gt;&lt;b&gt;Date: &lt;/b&gt;04/20/07&lt;br&gt;&lt;b&gt;ID: &lt;/b&gt;7917</description>      <pubDate>Fri, 20 Apr 07 15:39:54 -0500</pubDate>      <ddb:date>04/20/07</ddb:date>      <ddb:id>7917</ddb:id>      <ddb:keywords>Media: Videogames / Game / Narrative</ddb:keywords>      <ddb:text>Jesper Juul, on &quot;what makes games games&quot;:&#13;&#10;&#13;&#10;&quot;rules, goals, player activity, the projection of the player's actions into the game world, the way the game defines the possible actions of the player."</ddb:text>    </item>  </channel></rss>