Persuasive Games: The Expressive Power of Videogames

· MIT Press
5.0
2 reviews
Ebook
464
Pages
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About this ebook

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.

Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Ratings and reviews

5.0
2 reviews
A Google user
January 26, 2011
Yes, this is an academic book. It's not for everyone. It is videogame criticism and it is a great and important read if you're ready to talk about gaming as rhetoric. Procedural rhetoric. The author has a really interesting set of criteria for good gaming. He extends this into the realms of politics, advertising and education. He addresses how we can think about designing games that address these issues. It's hard to say he's advocating any particular perspective other than learning about the world as a procedural rhetoric. Gaming elicits an understanding of procedural rhetoric, whereas visual media uses visual rhetoric and writing uses verbal rhetoric.
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About the author

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010).

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