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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

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Academic Paydom

Tactical lessons from the Steven Salaita situation

For those of you who don’t follow university labor politics, Inside Higher Ed reported this week that the University of Illinois at Urbana-Champaign apparently rescinded a job offer for a tenured professorship in Native American Studies to Steven G. Salaita, a Virginia Tech English professor. Well, not exactly rescinded. Rather, the UIUC chancellor decided not to advance Salaita’s appointment through a usually pro-forma approval process.… read more

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The Opposite of Good Fortune is Bad Fortune

Is 'adjunct activism' the only path to labor reform in higher ed?

At Chronicle Vitae, full-time adjunct professor Lori Harrison-Kahan writes “Blaming the Victim: Ladder Faculty and the Lack of Adjunct Activism”. The piece addresses tenured faculty’s apparent (or at least relative) silence in the ongoing debate over adjunct labor in higher education. Harrison-Kahan rejoins such faculty for failing to extend their ongoing defenses of marginalized communities to their own community: Why… read more

About Me

Dr. Ian Bogost is an award-winning author and game designer whose work focuses on videogames and computational media. He is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, where he also holds an appointment in the Scheller College of Business. Bogost is Founding Partner at Persuasive Games LLC, an… read more

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Yo

Communication online is mostly meta-communication, but the loudest meta-communication is profit.

Are you here? That’s all I want to know. Are you here, reading me? Clicking our links? Viewing our ads, or at least, allowing your browser to load them? Liking or faving or retweeting me? It’s what you want to know when you text your significant other or your child. Are you there? Is everything okay? Yes, yes, I’m here.… read more

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What Do We Save When We Save the Internet?

We cannot champion Network Neutrality without admitting that the Internet is no Utopia.

Think about regret as if it were sin. Some regrets are mild, but acute. The regret associated with choosing the wrong supermarket checkout lane, or buying an outfit that you notice goes on sale the next week—these seem woeful. They chafe, but their pains are pin pricks that soon subside. These are venial regrets. Regret is more severe when it steeps… read more

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The Future of Luxury: Avoiding People

Services like Silvercar, Uber, and pay-to-play airline VIP programs help keep the new aristocracy away from the rabble

When I power on my phone upon landing at LAX, a text message is already waiting for me: “Hi Ian, Silvercar here! We have your res at 1:00pm today. Let’s roll!” Silvercar rents a fleet of silver Audi A4s at airports in Austin, Dallas, Los Angeles, and San Francisco. A slogan speaks plainly on the company’s behalf: “car rental that doesn’t… read more

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What Are Game Developers? A View From the Future

Centuries hence, a citizen reads up on a bygone industry.

I squinted at the discolored reading pad I’d borrowed from the archives. The material was as dry as the title—“Taxonomy of Extinct Terrestrial Tribes”—but these ancient practices had long fascinated me. Take “games,” for example. They were played by adults and children alike, without shame—even in public! I had once scoffed at the idea that beings of my genetic lineage… read more

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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

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Snowpocalypse in Atlanta and The Walking Dead

How media prepares us for havoc, even catastrophe

Maura Neill was stranded for eight hours in the gridlocked, apocalyptic aftermath of a modest snowstorm that crippled Atlanta this week. “It was like a scene from The Walking Dead,” she told USA Today, a reference to the comic-book-made-television-show-made-video-game set in northern Georgia, in which a zombie apocalypse overtakes, as far as we know, the world. The sentiment was repeated… read more