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  </channel><item rdf:about="http://www.bogost.com/blog/cow_clicker_1.shtml">
    <title>Ian Bogost - Cow Clicker</title>
    <dc:date>2010-07-30T13:13:55+00:00</dc:date>
    <link>http://www.bogost.com/blog/cow_clicker_1.shtml</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In cinema and theater, we often hear about method acting, a technique by which actors try to create the situations, emotions, and thoughts of their characters in themselves in order to better portray them. In creating Cow Clicker, I rather felt that I was partaking of method design, embracing the spirit and values and ideals of the social game developer as I toed the lines between theory, satire, and earnestness." Bogost calls it Method Design; I've been describing it as "systemic satire" - the making of satirical mechanics.
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    <title>Versus CluClu Land: Essential Jargon: Procedural Rhetoric</title>
    <dc:date>2008-12-12T14:22:54+00:00</dc:date>
    <link>http://versusclucluland.blogspot.com/2008/12/essential-jargon-procedural-rhetoric.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["What I like about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium. What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users." Pliskin on Bogost's Procedural Rhetoric; both the post and its comments are smart, nuanced discussion around the idea.
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