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February 10, 2012
 
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
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Features
 

Ian Bogost

Dr. Ian Bogost is an award-winning videogame designer and media philosopher. He is Professor at the Georgia Institute of Technology (where he is also Director of the Graduate Program in Digital Media), Founding Partner at Persuasive Games LLC (which makes games about social and political issues), and an award-winning independent developer (Cow Clicker, A Slow Year). Find him online at http://bogost.com.


Features by Ian Bogost:
Persuasive Games: What is a Game Bundle? [01.19.12]
Persuasive Games: From Aberrance to Aesthetics [08.02.11]
Persuasive Games: Exploitationware [05.03.11]
Persuasive Games: Free Speech is Not a Marketing Plan [10.04.10]
Persuasive Games: Plumbing the Depths [06.30.10]
Persuasive Games: The Picnic Spoils the Rain [05.06.10]
Persuasive Games: Shell Games [03.03.10]
Persuasive Games: Check-Ins Check Out [02.10.10]
Persuasive Games: Puzzling the Sublime [12.23.09]
Persuasive Games: Little Black Sambo [09.21.09]
Persuasive Games: This Is Only A Drill [07.28.09]
Persuasive Games: Gestures as Meaning [06.30.09]
Persuasive Games: I Want My 99¢ Back [05.28.09]
Persuasive Games: Familiarity, Habituation, and Catchiness [04.02.09]
Persuasive Games: Video Game Kitsch [02.17.09]
Persuasive Games: The Proceduralist Style [01.21.09]
Persuasive Games: Windows and Mirror's Edge [12.23.08]
Persuasive Games: Disjunctive Play [11.18.08]
Persuasive Games: The Birth and Death of the Election Game [10.30.08]
Persuasive Games: Video Game Snapshots [09.11.08]
Persuasive Games: Performative Play [06.25.08]
Persuasive Games: Texture [05.07.08]
Persuasive Games: Video Game Pranks [03.18.08]
Persuasive Games: Videogame Vignette [02.12.08]
Persuasive Games: The Holly and the Ivy [12.20.07]
Persuasive Games: Video Game Zen [11.29.07]
Persuasive Games: Casual As In Sex, Not Casual As In Friday [10.09.07]
Persuasive Games: The Reverence Of Resistance [09.10.07]
Persuasive Games: How I Stopped Worrying About Gamers And Started Loving People Who Play Games [08.02.07]
Persuasive Games: Designing For Tragedy [06.13.07]
Persuasive Games: Why We Need More Boring Games [05.21.07]
Persuasive Games: Why We Need More Boring Games [05.21.07]
Turning the Tables on In-Game Ad Design [04.03.07]
Event Wrap Up: Games for Health 2005 [09.27.05]
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