
Title

Persuasive Games: The Expressive Power of Videogames,Used
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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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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 construct arguments and make expressive statements about the world, analyzing their persuasive power through their computational properties.
- Q: Who is the author of this book? A: The author of 'Persuasive Games' is Ian Bogost, a well-known scholar in the field of media studies.
- Q: What is procedural rhetoric as discussed in the book? A: Procedural rhetoric is a new form of rhetoric tied to the unique capabilities of videogames, emphasizing how rule-based representations and interactions can persuade players.
- Q: How many pages does the book contain? A: The book has a total of 450 pages.
- Q: What type of binding does this book have? A: This book is bound in hardcover.
- Q: When was 'Persuasive Games' published? A: The book was published on January 1, 2007.
- Q: What condition is the book in? A: The book is listed as being in good condition.
- Q: In which category is this book classified? A: The book is classified under 'Games & Strategy Guides'.
- Q: Does the book cover any specific applications of videogame persuasion? A: Yes, the book discusses the applications of videogame persuasion in areas such as politics, advertising, and learning.
- Q: What makes videogames a unique medium for persuasion according to the author? A: Videogames are unique because they not only support existing cultural positions but can also challenge and change them, potentially leading to significant social change.