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Ian Bogost - videogame theory, criticism, design
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Alien Phenomenology
or What It's Like to Be a Thing

A bold new metaphysics that explores how all things—from atoms to green chiles, cotton to computers—interact with, perceive, and experience one another.

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Humanity has sat at the center of philosophical thinking for too long. The recent advent of environmental philosophy and posthuman studies has widened our scope of inquiry to include ecosystems, animals, and artificial intelligence. Yet the vast majority of the stuff in our universe, and even in our lives, remains beyond serious philosophical concern.

In Alien Phenomenology, or What It's Like to Be a Thing, Ian Bogost develops an object-oriented ontology that puts things at the center of being; a philosophy in which nothing exists any more or less than anything else; in which humans are elements, but not the sole or even primary elements, of philosophical interest. And unlike experimental phenomenology or the philosophy of technology, Bogost's alien phenomenology takes for granted that all beings interact with, perceive, and experience one another. This experience, however, withdraws from human comprehension and only becomes accessible through a speculative philosophy based on metaphor.

Providing a new approach for understanding the experience of things as things. Bogost also calls on philosophers to rethink their craft. Drawing on his own experiences as a videogame designer, Bogost encourages professional thinkers to become makers as well, engineers who construct things as much as they think and write about them.

Contents
  1. Alien Phenomenology
  2. Ontography
  3. Metaphorism
  4. Carpentry
  5. Wonder
  • Notes
  • Bibliography
  • Index
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  • Review and Interview by Curt Holman in Creative Loafing
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A Slow Year
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