Persuasive games: the expressive power of videogames

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MIT Press,
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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.

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Grouped Work ID b5a5a1b7-1c99-7da5-3df3-9d169ae03ca8
full_title persuasive games the expressive power of videogames
author bogost ian
grouping_category book
lastUpdate 2017-08-14 05:04:32AM

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author Bogost, Ian.
author2-role , (OCoLC)159955291, .b1307045907-06-1601-25-11, 1429480289 (electronic bk.), 794.8, 5211751, 92QYMA7, 9781429480284 (electronic bk.), Bogost, Ian., Cambridge, Mass. :MIT Press,c2007., Electronic books., Electronic reproduction.Boulder, Colo. :NetLibrary,2007.Available via World Wide Web.Access may be limited to NetLibrary affiliated libraries., English qEnglish., GV1469.34.S52B64 2007eb, Includes bibliographical references (p. [401]-436) and index., LDR63.1 20081230134754 EBKSLDR63.1 20081230134754 EBKS, MAIN, N$TN$TYDXCPOCLCQ, NetLibrary, Inc., OCLC Holdings Updated 20110802, Original, Persuasive gamesthe expressive power of videogames /Ian Bogost., Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion., YBP Library ServicesYANK2600116, q01-25-11mz-, qBibliographies., qBook., qComputerFiles., qSoftware., qeBook., xii, 450 p. :ill. ;24 cm.
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title_display Persuasive games the expressive power of videogames
title_full Persuasive games [electronic resource] : the expressive power of videogames / Ian Bogost
title_short Persuasive games
title_sub the expressive power of videogames