Persuasive games : the expressive power of videogames / Ian Bogost.
Material type: TextPublisher: Cambridge, Mass. : MIT Press, [2007]Copyright date: ©2007Description: xii, 450 pages : illustrations ; 24 cmContent type:- text
- unmediated
- volume
- 0262026147
- 9780262026147
- 794.8 22
- GV1469.34.S52 B64 2007
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.8 BOG (Browse shelf(Opens below)) | 1 | Available | A430886B |
Includes bibliographical references (pages 401-436) and index.
1. Procedural rhetoric -- 2. Political processes -- 3. Ideological frames -- 4. Digital democracy -- 5. Advertising logic -- 6. Licensing and product placement -- 7. Advergames -- 8. Procedural literacy -- 9. Values and aspirations -- 10. Exercise -- 11. 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.
Machine converted from AACR2 source record.
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