Ian Bogost chapters 6–9

Conner Stansell
The Languages of Video Games
3 min readFeb 14, 2019

These chapters mainly discuss the marketing aspect of video games. Though, chapter 6 is quite different in topic compared to the chapters that follow after it. I find it interesting that Bogost claims that people need a reference to reality in order to comprehend the game they are playing. In some cases, this is true. If a gamer knows what landscapes are typically like, then it would make it easier for them to relate to the game that they are playing. But, at the same time, one can apply that principle to anything in life. When reading a book, if the character in it is described being able to travel faster than the speed of light and the reader reading it does not know how fast light speed is, then it would be difficult for the reader to comprehend what is going on in the story. Even though it would be difficult to understand what is going on in these genres without having the knowledge of such concepts beforehand, it does not mean that one is incapable of participating in the activity. As a human it is almost impossible for a member of its species to be ignorant of everything. Humanity is a creature that bases all its existence and actions on the knowledge that they possess and obtain. For them to be completely oblivious of any kind of information would make them no different than an animal. It is precisely because we are human that we can enjoy entertainment products like videogames, television shows, movies, books, etc.

The next few chapters are all connected with each other in how they relate to the concept of marketing. Chapter 7 discusses branding. Though to be honest what I have noticed about these chapters in particular is that they rarely mention videogames in his examples. Chapter 7 primarily uses the board game called monopoly and about its origins and how the game has other companies copying it through having their own versions of it. It is as if Bogost’s intended audience were not fellow video gamers but people who have a lack of knowledge on the subject. If his audience were really fellow gamers, then the branding example he would have used would be World War II. There are so many World War II videogames that one might as well call it its own brand or genre.

He also deliberates electioneering in games. Though to be fair, most people who play video games are not interested in bringing up politics. Sure, when I was in high school, I had a group of friends who I would discuss politics with over Xbox live party chat, but only with the ones I agree with on most issues. Besides, when engaging in these touchy subjects one must be extremely careful as to not get into major fights with other people. I had friends I could not agree with on politics as well and in regard to those people I did not bring up the subject. The point being is that marketing a politically motivated game is often not seen as a smart move because they risk alienating half or most of their potential customers or some long-time fans if the series recently got into politics. Last but not least promotion. Really, who on earth would want to play a burger king game? That is about the dumbest marketing idea I have ever heard.

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