Persuasive Games

The Expressive Power of Videogames

First Edition, 450 pages

English language

Published June 22, 2007 by MIT Press.

ISBN:
978-0-262-02614-7
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OCLC Number:
72161832

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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 …

4 editions

Subjects

  • Soziologie
  • Overreding
  • Social aspects
  • Video games
  • Computerspiel
  • Sociale aspecten
  • Computerspellen
  • Persuasion (Rhetoric)

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