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October 20, 2021
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Book Excerpt: Understanding video games as culture
This excerpt from "Video Games as Culture: Considering the Role and Importance of Video Games in Contemporary Society" examines how games can help players access other experiences and realities.
09.03.18 | News | Daniel Muriel and Garry Crawford
Animal Crossing's Strange, Unresolved Conflict
While some are learning about the peculiar pleasure of Animal Crossing thanks to the series’ latest release on Nintendo 3DS, the game has long charmed and puzzled players and critics. Game designer, critic and academic Ian Bogost takes a look back at the 2002 original GameCube version.
09.04.13 | Feature | Ian Bogost | 7 Number of Comments 
Your game industry in your words, week of November 30
Gamasutra highlights choice quotes from industry figures from the past week, including Obsidian Entertainment's Chris Avellone, Team Meat's Edmund McMillen, and many others in this weekly roundup.
11.29.12 | News | Eric Caoili
Persuasive Games: Wii Can't Go On, Wii'll Go On
What is Nintendo really attempting to do with the Wii U? Ian Bogost, in the latest installment of Persuasive Games, searches for the meaning behind the dual-screen play of Nintendo's freshly-released console.
11.26.12 | Feature | Ian Bogost | 53 Number of Comments 
Can the Wii U heal the split between TV and tablets?
"If earlier Nintendo systems made video games safe for homes and families, the Wii U turns the tables: it attempts to make the current trends in the internet and consumer electronics safe for video games." - Ian Bogost
11.26.12 | News | Staff | 7 Number of Comments 
Your game industry in your words, week of October 5
Gamasutra highlights choice quotes from industry figures from the past week, including Funcom's Ragnar Tornquist, Sony's Shuhei Yoshida, Project Eternity's Josh Sawyer, and many others in this weekly roundup.
10.04.12 | News | Eric Caoili
Persuasive Games: Words With Friends Forever
What lessons can we learn from Zynga's popular game Words With Friends? In the latest Persuasive Games, video game researcher and designer Ian Bogost examines whether social games can find room to grow.
10.02.12 | Feature | Ian Bogost | 16 Number of Comments 
The noble pursuit of iterating on a proven idea
"Games like go, chess, and StarCraft. These games are sublime, but they are also scarce -- as perhaps they should be. Everyone should not be fated to search for the unicorn."- Dr. Ian Bogost, creator of Cow Clicker.
10.01.12 | News | Staff | 1 Number of Comments 
Fun is Boring
Are the many attempts to come up with new, fresh theories of fun beside the point? Should designers stop trying to analyze what fun is and instead read what's already been published and then work on new games? That -- and more -- is what DigiPen professor Neils Clark argues in this new piece.
07.05.12 | Feature | Neils Clark | 67 Number of Comments 
Persuasive Games: Process Intensity and Social Experimentation
In this analysis, developer and scholar Ian Bogost takes a critical look at Chris Crawford's concept of process intensity, how it applies to contemporary games, and in particular answers some assertions made by Johann Sebastian Joust developer Doug Wilson.
05.23.12 | Feature | Ian Bogost | 29 Number of Comments 
Unpacking Johann Sebastian Joust
In the latest installment of Ian Bogost's Persuasive Games, the developer and professor takes a look at Die Gute Fabrik's indie darling of a game and debates whether it lives up to the ideals set by its own creator.
05.22.12 | News | Staff | 1 Number of Comments 
GDC 2012 details Game IT Summit talks featuring McGonigal, Bogost, more
GDC 2012 organizers have debuted a talk details for the first-ever Game IT Summit, featuring a set of lectures on crowdsourcing, health-focused games, new prototyping tools, and more.
02.20.12 | News | Staff | 4 Number of Comments 
Your game industry in your words: Week of January 20
Gamasutra highlights choice quotes from game industry figures such as Starbreeze's Mikael Nermark, Sulake's (Habbo Hotel) Paul LaFontaine, and many others in this new weekly roundup.
01.19.12 | News | Eric Caoili
Persuasive Games: What is a Game Bundle?
Developer, educator, and author Ian Bogost is back with his latest Persuasive Games column, in which he explores the phenomenon of Indie Game bundles -- what motivates their creators, their buyers, and what effect they may have.
01.18.12 | Feature | Ian Bogost | 17 Number of Comments 
The link between game bundles... and cereal
In the latest installment of his column Persuasive Games, Ian Bogost explores the new phenomenon of indie game bundles... including pondering how they're marketed
01.18.12 | News | Staff
2011: The year in video game criticism
As we ease ourselves into the new year, our partnership with game criticism site Critical Distance brings us a retrospective from Eric Swain on 2011's best articles on video game criticism, design, and cultu
01.02.12 | News | Eric Swain | 2 Number of Comments 
IGF 2012 Reveals Design, Technical Excellence, Nuovo Jury Panels
Organizers of the 2012 Independent Games Festival are pleased to announce the first discipline-specific jury panels that will determine the finalists and winner of its various awards.
12.13.11 | News | Staff
This Week In Video Game Criticism: From Gamey Games To Jamestown
This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham on topics including the differences between big console titles and "gamey games" like Angry Birds, indie
08.08.11 | News | Ben Abraham
Opinion: Synchronous or Asynchronous Gameplay
In this opinion piece, UK-based game designer Tadhg Kelly describes the differences between game time and real time, outlines contemporal and atemporal play, and discusses interactions between synchrony and "temporany."
08.08.11 | News | Tadhg Kelly | 9 Number of Comments 
Persuasive Games: From Aberrance to Aesthetics
Arguing against a stripe of neoconservatism in games that paints certain forms of design as aberrant and others as natural, academic and developer Ian Bogost examines the very nature of creativity and art and offers up an analysis of how the medium can move forward with a rich palette of choices.
08.02.11 | Feature | Ian Bogost | 156 Number of Comments 
Feature: The Argument Against Creative Conservatism
In the latest installment of his long-running Persuasive Games column on Gamasutra, academic and developer Ian Bogost addresses the "uncomfortable" claim that the
08.01.11 | News | Staff | 2 Number of Comments 
This Week In Video Game Criticism: The Portal To Recovery Kombat
This week, our partnership with game criticism site Critical Distance brings us picks from the game criticism community on topics spanning Portal 2, differentiating gore in Mortal Kombat, and h
05.11.11 | News | Ben Abraham | 2 Number of Comments 
Persuasive Games: Exploitationware
In this searing edition of his Persuasive Games column, academic and developer Bogost takes a look at the core tenets of gamification and argues that not only is it not "games" but that the entire discussion must be reframed.
05.03.11 | Feature | Ian Bogost | 95 Number of Comments 
Feature: Gamification? No, Exploitationware
In Gamasutra's latest feature, noted academic and developer Ian Bogost delivers a scathing undercut of "gamification," suggesting a new way of looking at t
05.02.11 | News | Staff | 1 Number of Comments 
This Week In Video Game Criticism: Of War And Spawn Points
This week, our partnership with game criticism site Critical Distance brings us articles on topics including the implications of the spawn point, and how games portray both real and fictional wars.
02.16.11 | News | Ben Abraham

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