Persuasive Games: The Expressive Power of Videogames

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9780262514880: Persuasive Games: The Expressive Power of Videogames

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.

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Prof. Ian Bogost
Editore: MIT Press Ltd, United States (2010)
ISBN 10: 0262514885 ISBN 13: 9780262514880
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Descrizione libro MIT Press Ltd, United States, 2010. Paperback. Condizione libro: New. 218 x 168 mm. Language: English . Brand New Book. 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. Codice libro della libreria AAU9780262514880

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Prof. Ian Bogost
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Descrizione libro MIT Press Ltd, United States, 2010. Paperback. Condizione libro: New. 218 x 168 mm. Language: English . Brand New Book. 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. Codice libro della libreria AAU9780262514880

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Descrizione libro MIT Press Ltd, 2010. Condizione libro: New. 2010. Paperback. 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. Num Pages: 464 pages, 50 illus. BIC Classification: JFD; UMK. Category: (P) Professional & Vocational. Dimension: 223 x 173 x 27. Weight in Grams: 710. . . . . . . Codice libro della libreria V9780262514880

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Descrizione libro Condizione libro: New. Depending on your location, this item may ship from the US or UK. Codice libro della libreria 97802625148800000000

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Descrizione libro MIT Press Ltd. Condizione libro: New. 2010. Paperback. 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. Num Pages: 464 pages, 50 illus. BIC Classification: JFD; UMK. Category: (P) Professional & Vocational. Dimension: 223 x 173 x 27. Weight in Grams: 710. . . . . . Books ship from the US and Ireland. Codice libro della libreria V9780262514880

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Descrizione libro 2010. PAP. Condizione libro: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Codice libro della libreria TM-9780262514880

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Descrizione libro MIT Press Ltd. Paperback. Condizione libro: new. BRAND NEW, Persuasive Games: The Expressive Power of Videogames, Ian Bogost, 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. Codice libro della libreria B9780262514880

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Bogost, Ian
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Descrizione libro MIT Press, 2010. Condizione libro: New. book. Codice libro della libreria ria9780262514880_rkm

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Ian Bogost
Editore: The MIT Press 2010-09-10, Cambridge, Massachusetts (2010)
ISBN 10: 0262514885 ISBN 13: 9780262514880
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Descrizione libro The MIT Press 2010-09-10, Cambridge, Massachusetts, 2010. paperback. Condizione libro: New. Codice libro della libreria 9780262514880

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