Persuasive games :: the expressive power of videogames /
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,...
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1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Mass. :
MIT Press,
©2007.
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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 |
Beschreibung: | 1 online resource (xii, 450 pages) : illustrations |
Format: | Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002. |
Bibliographie: | Includes bibliographical references (pages 401-436) and index. |
ISBN: | 9780262268912 0262268914 9781429480284 1429480289 0262026147 9780262026147 6612100788 9786612100789 |
Zugangseinschränkungen: | Limited Users and Download Restrictions may Apply, ProQuest 1 User Licence. Available using University of Exeter Username and Password. |
Internformat
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245 | 1 | 0 | |a Persuasive games : |b the expressive power of videogames / |c Ian Bogost. |
260 | |a Cambridge, Mass. : |b MIT Press, |c ©2007. | ||
300 | |a 1 online resource (xii, 450 pages) : |b illustrations | ||
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504 | |a Includes bibliographical references (pages 401-436) and index. | ||
505 | 0 | |a Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. | |
588 | 0 | |a Print version record. | |
506 | |3 Use copy |f Restrictions unspecified |2 star |5 MiAaHDL | ||
533 | |a Electronic reproduction. |b [Place of publication not identified] : |c HathiTrust Digital Library, |d 2010. |5 MiAaHDL | ||
538 | |a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002. |u http://purl.oclc.org/DLF/benchrepro0212 |5 MiAaHDL | ||
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520 | |a 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 | ||
506 | |a Limited Users and Download Restrictions may Apply, ProQuest 1 User Licence. Available using University of Exeter Username and Password. |5 GB-UKExU | ||
650 | 0 | |a Video games |x Social aspects. | |
650 | 0 | |a Persuasion (Rhetoric) |0 http://id.loc.gov/authorities/subjects/sh85100176 | |
650 | 6 | |a Jeux vidéo |x Aspect social. | |
650 | 6 | |a Persuasion (Rhétorique) | |
650 | 7 | |a GAMES |x Video & Electronic. |2 bisacsh | |
650 | 7 | |a Persuasion (Rhetoric) |2 fast | |
650 | 7 | |a Video games |x Social aspects |2 fast | |
650 | 7 | |a Computerspiel |2 gnd |0 http://d-nb.info/gnd/4010457-6 | |
650 | 7 | |a Soziologie |2 gnd | |
650 | 1 | 7 | |a Computerspellen. |2 gtt |
650 | 1 | 7 | |a Overreding. |2 gtt |
650 | 1 | 7 | |a Sociale aspecten. |2 gtt |
650 | 7 | |a Jeux vidéo |x Aspect social. |2 ram | |
650 | 7 | |a Persuasion (rhétorique) |2 ram | |
650 | 7 | |a jeu vidéo |x persuasion. |2 rero | |
653 | |a GAME STUDIES/General | ||
653 | |a GAME STUDIES/Game History | ||
653 | |a SOCIAL SCIENCES/Media Studies | ||
655 | 0 | |a Livres électroniques. | |
655 | 6 | |a Livres électroniques. | |
758 | |i has work: |a Persuasive games (Text) |1 https://id.oclc.org/worldcat/entity/E39PCG69DYDXgxyXkkG3fBXtyq |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn159955291 |
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adam_text | |
any_adam_object | |
author | Bogost, Ian |
author_GND | http://id.loc.gov/authorities/names/n2005077139 |
author_facet | Bogost, Ian |
author_role | |
author_sort | Bogost, Ian |
author_variant | i b ib |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S52 B64 2007eb |
callnumber-search | GV1469.34.S52 B64 2007eb |
callnumber-sort | GV 41469.34 S52 B64 42007EB |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. |
ctrlnum | (OCoLC)159955291 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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genre | Livres électroniques. |
genre_facet | Livres électroniques. |
id | ZDB-4-EBA-ocn159955291 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:16:05Z |
institution | BVB |
isbn | 9780262268912 0262268914 9781429480284 1429480289 0262026147 9780262026147 6612100788 9786612100789 |
language | English |
oclc_num | 159955291 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (xii, 450 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | MIT Press, |
record_format | marc |
spelling | Bogost, Ian. http://id.loc.gov/authorities/names/n2005077139 Persuasive games : the expressive power of videogames / Ian Bogost. Cambridge, Mass. : MIT Press, ©2007. 1 online resource (xii, 450 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier data file Includes bibliographical references (pages 401-436) and index. Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. Print version record. Use copy Restrictions unspecified star MiAaHDL Electronic reproduction. [Place of publication not identified] : HathiTrust Digital Library, 2010. MiAaHDL Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002. http://purl.oclc.org/DLF/benchrepro0212 MiAaHDL digitized 2010 HathiTrust Digital Library committed to preserve pda MiAaHDL 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 Limited Users and Download Restrictions may Apply, ProQuest 1 User Licence. Available using University of Exeter Username and Password. GB-UKExU Video games Social aspects. Persuasion (Rhetoric) http://id.loc.gov/authorities/subjects/sh85100176 Jeux vidéo Aspect social. Persuasion (Rhétorique) GAMES Video & Electronic. bisacsh Persuasion (Rhetoric) fast Video games Social aspects fast Computerspiel gnd http://d-nb.info/gnd/4010457-6 Soziologie gnd Computerspellen. gtt Overreding. gtt Sociale aspecten. gtt Jeux vidéo Aspect social. ram Persuasion (rhétorique) ram jeu vidéo persuasion. rero GAME STUDIES/General GAME STUDIES/Game History SOCIAL SCIENCES/Media Studies Livres électroniques. has work: Persuasive games (Text) https://id.oclc.org/worldcat/entity/E39PCG69DYDXgxyXkkG3fBXtyq https://id.oclc.org/worldcat/ontology/hasWork Print version: Bogost, Ian. Persuasive games. Cambridge, Mass. : MIT Press, ©2007 9780262026147 0262026147 (DLC) 2006032621 (OCoLC)72161832 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=190964 Volltext |
spellingShingle | Bogost, Ian Persuasive games : the expressive power of videogames / Procedural rhetoric -- Political processes -- Ideological frames -- Digital democracy -- Advertising logic -- Licensing and product placement -- Advergames -- Procedural literacy -- Values and aspirations -- Exercise -- Purposes of persuasion. Video games Social aspects. Persuasion (Rhetoric) http://id.loc.gov/authorities/subjects/sh85100176 Jeux vidéo Aspect social. Persuasion (Rhétorique) GAMES Video & Electronic. bisacsh Persuasion (Rhetoric) fast Video games Social aspects fast Computerspiel gnd http://d-nb.info/gnd/4010457-6 Soziologie gnd Computerspellen. gtt Overreding. gtt Sociale aspecten. gtt Jeux vidéo Aspect social. ram Persuasion (rhétorique) ram jeu vidéo persuasion. rero |
subject_GND | http://id.loc.gov/authorities/subjects/sh85100176 http://d-nb.info/gnd/4010457-6 |
title | Persuasive games : the expressive power of videogames / |
title_auth | Persuasive games : the expressive power of videogames / |
title_exact_search | Persuasive games : the expressive power of videogames / |
title_full | Persuasive games : the expressive power of videogames / Ian Bogost. |
title_fullStr | Persuasive games : the expressive power of videogames / Ian Bogost. |
title_full_unstemmed | Persuasive games : the expressive power of videogames / Ian Bogost. |
title_short | Persuasive games : |
title_sort | persuasive games the expressive power of videogames |
title_sub | the expressive power of videogames / |
topic | Video games Social aspects. Persuasion (Rhetoric) http://id.loc.gov/authorities/subjects/sh85100176 Jeux vidéo Aspect social. Persuasion (Rhétorique) GAMES Video & Electronic. bisacsh Persuasion (Rhetoric) fast Video games Social aspects fast Computerspiel gnd http://d-nb.info/gnd/4010457-6 Soziologie gnd Computerspellen. gtt Overreding. gtt Sociale aspecten. gtt Jeux vidéo Aspect social. ram Persuasion (rhétorique) ram jeu vidéo persuasion. rero |
topic_facet | Video games Social aspects. Persuasion (Rhetoric) Jeux vidéo Aspect social. Persuasion (Rhétorique) GAMES Video & Electronic. Video games Social aspects Computerspiel Soziologie Computerspellen. Overreding. Sociale aspecten. Persuasion (rhétorique) jeu vidéo persuasion. Livres électroniques. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=190964 |
work_keys_str_mv | AT bogostian persuasivegamestheexpressivepowerofvideogames |