Beginning in July 2014 and continuing to April 2015, someone (possibly Ian Bogost) maintained an obsessive Tumblr site about whether Ian Bogost, an eminent and brilliant video games critic and editor of a spectacular series on everyday objects, would buy a pressure washer, and if so, which one.
In Wired, Jason Tanz tells the bizarre, incredible tale of how Ian Bogost's satirical Facebook game "Cow Clicker" became an actual, successful game, despite being designed to show how incredibly stupid and pointless the FarmVille-style Facebook games of the day were. — Read the rest
Writer Ian Bogost is in typical top form in his Atlantic review of Animal Crossing: New Horizons. He says "Animal Crossing is a political hypothesis about how a different kind of world might workâone with no losers. Millions of people already have spent hours in the game stewing on that idea since the coronavirus crisis began." — Read the rest
Generative Adversarial Networks use a pair of machine-learning models to create things that seem very realistic: one of the models, the "generator," uses its training data to make new things; and the other, the "discerner," checks the generator's output to see if it conforms to the model.
Sarah Gailey (who wrote a brilliant, wrenching short story about empathy and self-driving cars) has just published a new story about wearable computers in a series in The Atlantic edited by Ian Bogost (previously).
Courtesy of Ian Bogost (previously): a meme generator that puts words between buns!
The WHO proposes a "behavioral addiction pathology" for excessive video-game playing. But not one for a similar pattern of compulsive, harmful, endlessly looping use associated with smartphones and the internet in general. Ian Bogost writes that the proposed diagnosis reflects a desire to cast negative behaviors as the result of individual mental defects rather than more complex social, political, and economic factors at hand. — Read the rest
Back in 2010, the video-game designer and scholar Ian Bogost created Cow Clicker, a withering satire of Farmville and other clicker games that were, at the time, wildly popular on Facebook. (Wired wrote an excellent story about it, worth reading.) — Read the rest
I was lucky enough to be invited to submit a piece to Ian Bogost's Atlantic series on the future of cities (previously: James Bridle, Bruce Sterling, Molly Sauter, Adam Greenfield); I told Ian I wanted to build on my 2017 Locus column about using networks to allow us to coordinate our work and play in a way that maximized our freedom, so that we could work outdoors on nice days, or commute when the traffic was light, or just throw an impromptu block party when the neighborhood needed a break.
Adam Greenfield (previously) is one of the best thinkers when it comes to the social consequences of ubiquitous computing and smart cities; he's the latest contributor Ian Bogost's special series on "smart cities" for The Atlantic (previously: Bruce Sterling, Molly Sauter).
Have you ever wished you had a social media feed you could like, fave, signal boost and comment on without having to actually interact with people in any way? Binky has you covered.
Wow! An edible drone with extruded vegetable spars that can be flown into famine-affected areas! Reworded press release posts popped up everywhere last week with this image attached. Ian Bogost wasn't buying it.
Ian Bogost (previously) describes the "deflationary" use of "artificial intelligence" to describe the most trivial computer science innovations and software-enabled products, from Facebook's suicide detection "AI" (a trivial word-search program that alerts humans) to the chatbots that are billed as steps away from passing a Turing test, but which are little more than glorified phone trees, and on whom 40% of humans give up after a single conversational volley.
There's a wonderful special section in the New York Times on "Internet Culture" this week. The sociology of online life fascinates me, and I love digging into good, meaty reporting on who we are and why we do what we do online. — Read the rest
Ian Bogost's How to Talk About Videogames isn't just a book about games -- it's a book about criticism, and where it fits in our wider culture. Bogost is the rare academic writer whose work is as clear and exciting as the best of the mainstream, and whose critical exercises backfire by becoming enormous commercial/popular successes.
The Object Lessons project, edited by game theory legend Ian Bogost and cultural studies academic Christopher Schaberg, commissions short essays and small, beautiful books about everyday objects from shipping containers to toast.
Austin "Steal Like an Artist" Kleon has posted a fantastic meditation on the idea that "creative people say no" — the idea that you have to say no in order to get your work done. The piece includes a bunch of amusing, funny, sometimes a little smarmy form-letters that famous artists have used to rebuff correspondents, and I share Kleon's horrified, tempted fascination with these artefacts.
Just today, I endured a typical 2015 phone call. My caller's voice was a warbling digital mess that cut in and out. Latency had us constantly talking over one another. After a few minutes of this, we switched to IM.
At Boing Boing, we have a weekly online meeting with several editors on the line. — Read the rest
In this deeply-personal postmortem of her game Problem Attic, Liz Ryerson explores her relationship to iconic indie darling Braid—and what the game may say about the culture of development.
We face a practical -- and cultural -- archiving crisis unprecedented in any other medium. It's time to change that.