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Persuasive Games: The Expressive Power of Videogames

Persuasive Games: The Expressive Power of Videogames

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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 "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.

Details of Book

ISBN13: 9780262026147
ISBN10: 0262026147
Language: English
Publisher: Mit Pr
Publication Year: 2007
Format: Hardcover

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A note on book covers: 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.

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  • One Line Summary

    Explores how videogames persuade through procedural rhetoric.

  • Who is this book for?

    If you're interested in how interactive media shape thoughts, this book offers a fascinating insight. Ian Bogost dives deep into the concept of procedural rhetoric, revealing how games can do more than entertain—they actually argue and potentially change perspectives. It’s perfect for anyone curious about the persuasive power of technology and its societal impact.

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