
Title

Persuasive Games: The Expressive Power of Videogames (Mit Press),New
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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 2,500year 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 (rulebased 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 rulebased 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 longterm 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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We ship your order within 2–3 business days for USA deliveries and 5–8 business days for international shipments. Once your package has been dispatched from our warehouse, you'll receive an email confirmation with a tracking number, allowing you to track the status of your delivery.
Returns
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Warranty
We provide a 2-year limited warranty, from the date of purchase for all our products.
If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.
This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).
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Frequently Asked Questions
- Q: What is the main focus of 'Persuasive Games: The Expressive Power of Videogames'? A: The book explores how videogames serve as a medium for mounting arguments and making expressive statements, analyzing their persuasive power through their computational properties.
- Q: Who is the author of this book? A: The author of 'Persuasive Games: The Expressive Power of Videogames' is Ian Bogost.
- Q: When was this book published? A: The book was published on August 13, 2010.
- Q: What is 'procedural rhetoric' as discussed in the book? A: Procedural rhetoric refers to a new form of persuasion that utilizes the rule-based interactions of videogames, allowing for unique expressions and arguments not found in other media.
- Q: How many pages does this book have? A: The book contains 464 pages.
- Q: What condition is the book in? A: The book is listed as being in acceptable condition.
- Q: In which category is this book classified? A: This book is classified under the category of Game Design.
- Q: What are some areas where videogame persuasion has potential according to the author? A: Ian Bogost identifies politics, advertising, and learning as three areas where videogame persuasion has already taken form and shows considerable potential.
- Q: What is the binding type of this book? A: The binding type of 'Persuasive Games: The Expressive Power of Videogames' is paperback.
- Q: What unique perspective does the author bring to the study of videogames? A: Bogost draws on a 2,500-year history of rhetoric to analyze the unique functions of videogames in persuasive expression, arguing they can not only support but also disrupt existing social and cultural positions.