Doing Things With Videogames
Option 1: Following the ‘media ecology’ mode of looking at games in Bogost’s text (intro), and using the frames and models provided in Doing Things with Videogames, closely analyze a video/digital game, a game series, or set of closely-related games (genre) to explore what the game does, and how it does what it does. As sub-text, you may also speculate (using Bogost’s framework, or your own) on what and how players might be ‘learning’, explicitly or incidentally, through game play – and ‘learning’, here, in the broadest sense of the word. Consider key lenses from the text like interactive processes, ‘procedural’ mechanics, game ‘ideology’ and formal properties associated with player roles, identities, ranges of action/behaviour, representation and social uses and contexts, etc).
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 digital 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 short 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/or what/how people learn.
600 word range (if useful, consider using screen shots, video capture of game play, associate game art, images, packaging, etc. etc).