Persuasive Games: The Expressive Power Of Videogames (Mit Press),Used

Persuasive Games: The Expressive Power Of Videogames (Mit Press),Used

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SKU: SONG0262514885
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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.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: How many pages is the book? A: The book has four hundred sixty-four pages. This makes it a comprehensive exploration of persuasive games and their impact.
  • Q: What is the binding type of this book? A: The book is available in paperback binding. This allows for easier handling and reading.
  • Q: What are the dimensions of the book? A: The book measures seven point thirteen inches in length, one point fourteen inches in width, and nine point zero two inches in height. These dimensions make it a convenient size for reading.
  • Q: Who is the author of this book? A: The author of the book is Ian Bogost. He is known for his expertise in game design and persuasive media.
  • Q: What genre does this book belong to? A: This book belongs to the genre of Game Design. It focuses on the intersection of video games and rhetoric.
  • Q: What is the main theme of the book? A: The main theme of the book is the persuasive power of video games. It explores how games can influence players' thoughts and actions.
  • Q: How can I apply the concepts from this book? A: You can apply the concepts by analyzing video games for their persuasive elements. This can enhance your understanding of game design and rhetoric.
  • Q: Is this book suitable for beginners in game design? A: Yes, the book is suitable for beginners. It provides an innovative analysis of persuasive games that is accessible to those new to the field.
  • Q: What are the key areas of focus in the book? A: The key areas of focus include politics, advertising, and learning. These sectors illustrate the persuasive potential of video games.
  • Q: What is procedural rhetoric as discussed in the book? A: Procedural rhetoric refers to the persuasive power of video games based on their rule-based interactions. This concept highlights how games can create arguments and influence players.
  • Q: What should I do if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for a return or replacement. Most sellers have policies in place to address such issues.
  • Q: Is there a warranty for this book? A: No, books typically do not come with a warranty. However, you may be able to return it if it has defects.
  • Q: How should I store this book? A: You should store the book in a cool, dry place. Keeping it away from direct sunlight will help preserve its condition.
  • Q: Can this book be read by children? A: Yes, the book can be read by older children, particularly those interested in video games and media studies. However, parental guidance is recommended.
  • Q: What if I have questions about the book's content? A: If you have questions about the book's content, you can look for online discussions or reviews. Many readers share insights that can help clarify concepts.

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