In the Habit

A Review of Michael W. Clune's Gamelife

I am on an airplane reading Michael W. Clune’s Gamelife, a memoir about growing up playing computer games in the 1980s. I’ve just finished eating the smoked salmon and kiwi on the “fruit plate” I was offered by the flight attendant but had initially declined. Just like I had declined to review Gamelife for this publication, initially. For reasons, too. Michael… read more

The Internet of Things You Don’t Really Need

Smart devices turn every industry into the computer industry, and dupe consumers into thinking their lives are better for it in the process.

Atlanta turns yellow for two weeks in April. Streets, driveways, terraces, cars—everything cakes with pollen. It’s the trees that cause the worst of it. Pine, oak, sweet gum, sycamore, mulberry, hackberry, birch, willow. Prolific itching, sneezing, and car-washing ensue. Grilling season officially begins when the pollen subsides. This year’s was particularly grievous, and perhaps that’s why I was so eager… read more

A Master Key to the Ultimate Dumb Device

The future of the iPhone could be a way of tethering people to Apple products even when they don't want them anymore.

Lock-in. That's what we call it when you're dependent on a specific vendor for particular services. When you buy a single-serving coffee machine boasting convenient, mess-free coffee inserts, like Keurig K-Cup or Nespresso, you're bound to its brand of coffee pods. When you purchase digital music on iTunes, proprietary formats and digital rights management (DRM) make it difficult to listen… read more

The Geek’s Chihuahua

Living with Apple

This book is available in digital or physical format. Buy from Amazon The evolution and meaning of our love affair with Apple and its devices. At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair… read more

Steroid Slugger

An unpublished 2007 New York Times newsgame

In 2007, my studio Persuasive Games embarked on a series of newsgames published by the New York Times. It was Kind Of A Big Deal At The Time, because it was the first real attempt for a major newspaper to publish videogames as news content (rather than as puzzles). We completed two games, Food Import Folly, about the effects of reduced… read more

The End of the Big Mac

The burger's demise won’t be marked by a declaration in a quarterly report, but by a collective appreciation for the comfort it offered America.

If you like to lunch on two all-beef patties, special sauce, lettuce, cheese, pickles, onions on a sesame seed bun, you’d better act fast: McDonald’s has announced plans to phase out the Big Mac. Okay, not really. But social media ate up the news of its axing, published by the satirical site Daily Buzz Live at the end of last… read more

Future Ennui

As we march onwards towards wearables and alerts on our wrists, we're no longer shocked by technological progress, but rather exhausted by it.

It’s been seven years since the first launch of the iPhone. Before that, smartphones were a curiosity, mostly an affectation of would-be executives—Blackberry and Treo and so forth. Not even a decade ago, they were wild and feral. Today, smartphones are fully domesticated. Tigers made kittens, which we now pet ceaselessly. Over two-thirds of Americans own them, and they have… read more

My Phone is Dying

On elderly iPhones

Everyone knows that iPhones are manufactured with planned obsolescence built in: processors and RAM allocations that can’t keep up with operating system upgrades purposely designed not to account for earlier models. Apple makes too much of its profits from hardware sales, so handsets have become akin to fashion seasons. Hardware upgrades entail power and capacity. The new activities made possible… read more

About Me

Dr. Ian Bogost is an author and an award-winning game designer. He is Barbara and David Thomas Distinguished Professor in Arts & Sciences, Director of Film & Media Studies, and Professor of Computer Science and Engineering at Washington University in St. Louis. Bogost is also Founding Partner at Persuasive Games LLC, an independent game studio, and a Contributing Editor at… read more

The Squalid Grace of Flappy Bird

Why playing stupid games staves off existential despair

Games are grotesque. I’m not talking about games like Grand Theft Auto or Manhunt, games whose subjects are moral turpitude, games that that ask players to murder, maim, or destroy. I mean games in general, the form we call “games.” Games are gross, revolting heaps of arbitrary anguish. Games are encounters with squalor. You don’t play a game to experience an… read more