Doing Things With Videogames
Option 1: Following the general ‘media micro/ecology’ of Bogost, and using the theoretical frames, discourse, and models provided in Doing Things with Videogames, closely analyze a video/digital game, a game series, or set of closely-related games to explore what the game does, and how it does what it does (accounting for everything from simulation, ‘procedural’ mechanics, game ‘ideology’ and design/formal properties to player roles, identities, representation and social uses and contexts, etc). As sub-text, you may also speculate (using Bogost’s frames, or your own) what and how players might be ‘learning’, explicitly or incidentally, through game play – and ‘learning’, here, in the broadest sense of the word.
Option 2: Create a New Chapter: Again using model, methods, or theory frameworks from Bogost’s book (and/or your own) – identify and describe another thing video games do. In effect, mobilize the theoretical frames, terminologies and models provided in Doing Things with Videogames and write a “short chapter” that you could tack onto the book as an appendix, or new chapter for the next edition. Be specific and (like option 1) consider looking for things like design/formal properties, simulation, procedural mechanics, role-play, representation and identity and social/technical contexts and uses for play, and what/how people learn.
600 words minimum (if useful, consider using screen shots, video capture of game play, ‘paratextual materials’.)