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Persuasive Games: The Expressive Power of Videogames

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Videogames as persuasive, expressive rhetorical platforms.

If you've ever thought that video games are just for entertainment, "Persuasive Games" might just change your perspective. Ian Bogost dives into the heart of how games function as a form of communication, influencing our views on politics, culture, and learning. It’s a thought-provoking read that will offer you a whole new appreciation for the medium's power to shape ideas and provoke change. Whether you're a gamer, a student of media studies, or someone interested in the convergence of technology and rhetoric, this book will give you a fresh lens through which to view video games.

Note: While we do our best to ensure the accuracy of cover images, ISBNs may at times be reused for different editions of the same title which may hence appear as a different cover.
New

Persuasive Games: The Expressive Power of Videogames

Regular price $10.90
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per
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ISBN: 9780262026147
Authors: Ian Bogost
Publisher: Mit Pr
Date of Publication: 2007-01-01
Format: Hardcover
Related Collections: Philosophy, Politics, Science
Goodreads rating: 3.84
(rated by 360 readers)

Description

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 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 politics, advertising, and learning.
 

Videogames as persuasive, expressive rhetorical platforms.

If you've ever thought that video games are just for entertainment, "Persuasive Games" might just change your perspective. Ian Bogost dives into the heart of how games function as a form of communication, influencing our views on politics, culture, and learning. It’s a thought-provoking read that will offer you a whole new appreciation for the medium's power to shape ideas and provoke change. Whether you're a gamer, a student of media studies, or someone interested in the convergence of technology and rhetoric, this book will give you a fresh lens through which to view video games.

Note: While we do our best to ensure the accuracy of cover images, ISBNs may at times be reused for different editions of the same title which may hence appear as a different cover.