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9780262514880

Persuasive Games The Expressive Power of Videogames

by
  • ISBN13:

    9780262514880

  • ISBN10:

    0262514885

  • Format: Paperback
  • Copyright: 2010-08-13
  • Publisher: The MIT Press

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Summary

Videogames are both 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 those positions, 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 education. Bogost is both an academic researcher and a videogame designer, and Persuasive Gamesreflects both theoretical and game-design goals.

Author Biography

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).

Table of Contents

Prefacep. vii
Procedural Rhetoricp. 1
Politicsp. 65
Political Processesp. 67
Ideological Framesp. 99
Digital Democracyp. 121
Advertisingp. 145
Advertising Logicp. 147
Licensing and Product Placementp. 173
Advergamesp. 199
Learningp. 231
Procedural Literacyp. 233
Values and Aspirationsp. 261
Exercisep. 293
Purposes of Persuasionp. 317
Notesp. 341
Bibliographyp. 401
Indexp. 437
Table of Contents provided by Publisher. All Rights Reserved.

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