gogogo
Syndetics cover image
Image from Syndetics

Persuasive games : the expressive power of videogames / Ian Bogost.

By: Material type: TextTextPublication details: Cambridge, Mass. ; London : MIT Press, 2010.Description: xii, 450 p. : ill. ; 23 cmISBN:
  • 9780262514880 (pbk.)
  • 0262514885 (pbk.)
Subject(s): DDC classification:
  • 794.8 BOG
Contents:
Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion.
Summary: 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.--BOOK JACKET.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 794.8 BOG (Browse shelf(Opens below)) 1 Available 39002100532911
3 Day Loan LSAD Library Short Loan 794.8 BOG (Browse shelf(Opens below)) 1 Available 39002100568857

Enhanced descriptions from Syndetics:

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 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.

Originally published: 2007.

Includes bibliographical references and index.

Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion.

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.--BOOK JACKET.

Table of contents provided by Syndetics

  • Preface (p. vii)
  • 1 Procedural Rhetoric (p. 1)
  • Politics (p. 65)
  • 2 Political Processes (p. 67)
  • 3 Ideological Frames (p. 99)
  • 4 Digital Democracy (p. 121)
  • Advertising (p. 145)
  • 5 Advertising Logic (p. 147)
  • 6 Licensing and Product Placement (p. 173)
  • 7 Advergames (p. 199)
  • Learning (p. 231)
  • 8 Procedural Literacy (p. 233)
  • 9 Values and Aspirations (p. 261)
  • 10 Exercise (p. 293)
  • 11 Purposes of Persuasion (p. 317)
  • Notes (p. 341)
  • Bibliography (p. 401)
  • Index (p. 437)

Author notes provided by Syndetics

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames- Journalism at Play (MIT Press, 2010).

Powered by Koha