Persuasive Games: The Expressive Power of Videogames

★★★★★ 5.0 66 reviews

US$8.37
Price when purchased online
Free shipping Free 30-day returns

Sold and shipped by registry.greenbuilttexas.com
We aim to show you accurate product information. Manufacturers, suppliers and others provide what you see here.
US$8.37
Price when purchased online
Free shipping Free 30-day returns

How do you want your item?
You get 30 days free! Choose a plan at checkout.
Shipping
Arrives Jul 16
Free
Pickup
Check nearby
Delivery
Not available

Sold and shipped by registry.greenbuilttexas.com
Free 30-day returns Details

Product details

Management number 233302889 Release Date 2026/06/27 List Price US$8.37 Model Number 233302889
Category

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. Read more

ASIN B08BT3VYXP
XRay Not Enabled
ISBN13 978-0262261944
Language English
File size 2.9 MB
Page Flip Enabled
Publisher The MIT Press
Word Wise Enabled
Print length 463 pages
Accessibility Learn more
Screen Reader Supported
Publication date August 13, 2010
Enhanced typesetting Enabled

Correction of product information

If you notice any omissions or errors in the product information on this page, please use the correction request form below.

Correction Request Form

Customer ratings & reviews

5 out of 5
★★★★★
66 ratings | 27 reviews
How item rating is calculated
View all reviews
5 stars
90% (59)
4 stars
0% (0)
3 stars
0% (0)
2 stars
0% (0)
1 star
10% (7)
Sort by

There are currently no written reviews for this product.