LEADER 04123nam 2200637 a 450 001 9910452300403321 005 20211029210016.0 010 $a1-282-10078-5 010 $a9786612100789 010 $a0-262-26891-4 010 $a1-4294-8028-9 035 $a(CKB)1000000000472972 035 $a(OCoLC)648325681 035 $a(CaPaEBR)ebrary10190451 035 $a(SSID)ssj0000220353 035 $a(PQKBManifestationID)11202069 035 $a(PQKBTitleCode)TC0000220353 035 $a(PQKBWorkID)10143848 035 $a(PQKB)10052576 035 $a(MiAaPQ)EBC3338706 035 $a(OCoLC)159955291$z(OCoLC)637521818$z(OCoLC)648325681$z(OCoLC)676864133$z(OCoLC)722598396$z(OCoLC)728031816$z(OCoLC)748867343$z(OCoLC)755253233$z(OCoLC)961538761$z(OCoLC)962663453$z(OCoLC)988503622$z(OCoLC)991945930$z(OCoLC)992076695$z(OCoLC)1036784391$z(OCoLC)1037509017$z(OCoLC)1037537253$z(OCoLC)1037940574$z(OCoLC)1038647704$z(OCoLC)1055401893$z(OCoLC)1059037060$z(OCoLC)1062924682$z(OCoLC)1083555967 035 $a(OCoLC-P)159955291 035 $a(MaCbMITP)5334 035 $a(Au-PeEL)EBL3338706 035 $a(CaPaEBR)ebr10190451 035 $a(CaONFJC)MIL210078 035 $a(OCoLC)159955291 035 $a(EXLCZ)991000000000472972 100 $a20061005d2007 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aPersuasive games$b[electronic resource] $ethe expressive power of videogames /$fIan Bogost 210 $aCambridge, MA $cMIT Press$dc2007 215 $a1 online resource (463 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-02614-7 320 $aIncludes bibliographical references (p. [341]-436) and index. 327 $aProcedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. 330 $aAn 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. 606 $aVideo games$xSocial aspects 606 $aPersuasion (Rhetoric) 608 $aElectronic books. 615 0$aVideo games$xSocial aspects. 615 0$aPersuasion (Rhetoric) 676 $a794.8 700 $aBogost$b Ian$0625118 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910452300403321 996 $aPersuasive games$92464010 997 $aUNINA