Persuasive games

Persuasive games
About this book
"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."--Jacket.
Details
- OL Work ID
- OL15839047W
Subjects
SoziologieOverredingSocial aspectsVideo gamesComputerspielSociale aspectenComputerspellenPersuasion (Rhetoric)Video games--social aspectsGv1469.34.s52 b64 2007794.8