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Persuasive Games: The Expressive Power of Videogames [Hardcover]

Ian Bogost
3.9 out of 5 stars  See all reviews (13 customer reviews)

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Book Description

June 22, 2007 0262026147 978-0262026147

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. Bogost is both an academic researcher and videogame designer, and Persuasive Games reflects both theoretical and a game design goals.


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Editorial Reviews

Review

"Analyzing the power of video games to mount arguments and influence players, Ian Bogost does again what he always does so very well: thoroughly rethink and shake up a traditional academic field - rhetoric - while lucidly building the foundations of a new one - game studies."--James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University



"Do not wait: start reading this stimulating book." -- Jan H.G. Klabbers, Game Studies



"Bogost's book provides a new lens -- procedural rhetoric -- to use in the analysis of games and an excellent survey of the history of games of this ilk." Steve Jacobs American Journal of Play



"Bogost creates and writes about serious games, seemingly simple diversions that deliver educational political and advertising content alongside entertainment. In Persuasive Games, he offers an academic but accessible introduction to their potential, and it is very meaty reading for anybody interested in where the interactive arts meet real-world topics." Scott Colbourne The Globe and The Mail



"Bogost's book provides a new lensprocedural rhetoric -- to use in the analysis of games and an excellent survey of the history of games of this ilk." Steve Jacobs American Journal of Play



"Whether we call them 'serious games', 'persuasive games', or simply 'video games', it is clear that there is much of rhetorical significance to mine from the electronic representations and interactions that have captivated such a large portion of the world's population. Ian Bogost's book is an excellent step towards understanding and appreciating these materials from an intellectual, critical, and humanistic perspective." Rudy McDaniel Literary and Linguistic Computing

About the Author

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010).

Product Details

  • Hardcover: 464 pages
  • Publisher: The MIT Press (June 22, 2007)
  • Language: English
  • ISBN-10: 0262026147
  • ISBN-13: 978-0262026147
  • Product Dimensions: 7 x 0.9 x 9 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 3.9 out of 5 stars  See all reviews (13 customer reviews)
  • Amazon Best Sellers Rank: #667,239 in Books (See Top 100 in Books)

More About the Author

Dr. Ian Bogost is an award-winning designer and media philosopher whose work focuses on videogames and computational media. He is Ivan Allen College Distinguished Chair of Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on political games and artgames.

Bogost is author or co-author of Unit Operations: An Approach to Videogame Criticism, Persuasive Games: The Expressive Power of Videogames, Racing the Beam: The Atari Video Computer System, Newsgames: Journalism at Play, How To Do Things with Videogames, Alien Phenomenology, or What it's Like to Be a Thing, and 10 PRINT CHR$(205.5+RND(1)); : GOTO 10. He is a popular academic and industry speaker and considered an influential thinker and doer in both the game industry and research community.

Bogost's videogames about social and political issues cover topics as varied as airport security, consumer debt, disaffected workers, the petroleum industry, suburban errands, pandemic flu, and tort reform. His games have been played by millions of people and exhibited internationally at venues including the Telfair Museum of Art (Savannah), the Laboral Centro de Arte (Madrid), Fournos Centre for Digital Culture (Athens), Eyebeam Center (New York), Slamdance Guerilla Game Festival (Park City), the Israeli Center for Digital Art (Holon) and The Australian Centre for the Moving Image (Melbourne).

His recent independent games include Cow Clicker, a Facebook game send-up of Facebook games, and A Slow Year, a collection of videogame poems for Atari VCS, Windows, and Mac, and winner of the Vanguard and Virtuoso awards at the 2010 Indiecade Festival.

Bogost holds a Bachelors degree in Philosophy and Comparative Literature from the University of Southern California, and a Masters and Ph.D. in Comparative Literature from UCLA. He lives in Atlanta.

Customer Reviews

3.9 out of 5 stars
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Most Helpful Customer Reviews
9 of 10 people found the following review helpful
5.0 out of 5 stars Games as a unique form of rhetoric May 24, 2010
Format:Hardcover
Bogost's central insight is that games can encode playable representations of situations and even ideas, which supports a unique form of rhetoric, "procedural rhetoric". He argues that this can be (and has been, on occasion) used to make games into a expressive medium that goes far beyond entertainment, and in some ways even beyond other forms of expressive media.

Like other forms of rhetoric, procedural rhetoric is based on representations, but while visual or textual rhetoric merely shows the viewer or reader the representation, procedural rhetoric lets *you* engage with the representation, poking at it and interrogating it, and works its power through that interaction. Bogost covers a number of historical examples of games that make good use of procedural rhetoric to engage with issues ranging from tax avoidance to cold-war brinksmanship, as well as discussing where he thinks fruitful further development lies. On the latter point, he puts his money where his mouth is, so to speak, since he also owns a company that makes persuasive games, on issues ranging from presidential elections to food poisoning.

There are two basic audiences for this book. For those interested in how videogames can move beyond entertainment to other areas, Bogost presents a compelling vision of games as an expressive medium, and points to a wide range of things that can be done by thinking of games as playable representations. For media-studies scholars and rhetoricians, Bogost presents a strong case that procedural rhetoric is indeed rhetoric, but a new kind of rhetoric that existing discussion of film or written rhetoric doesn't quite account for.
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6 of 7 people found the following review helpful
Format:Hardcover
At the heart this book is how phenomena can be expressed, with a bias, though the simulation of said phenomena. Designed processes contain an idea about how their real life counterparts work. These assumptions (conscious or not) carry an implicit point of view analogous to traditional rhetoric. Bogost successfully situates this procedural rhetoric in a historical context that elucidates the nuances with with games and other media make arguments about the way world works. The content is invaluable if you're interested in critically assessing or deconstructing games and other designed interactions.

Most of his examples were enlightening, particularly the ones concerning his game Dean for Iowa, which unintentionally painted political action as a process of human-wealth accumulation removed from any form of actual ideology. Less helpful was his characterization of the infamous escape game as a game that "operationalizes the sensations its services seek to countermand" and how it proceduralizes the "anxiety of office work". I'm far from convinced that any procedural argument here has anything more to do with mountain biking than it does with Klondike bars. This argument struck me as so odd that I'm convinced I misunderstood something.

Personally I found Bogost most interesting when proving details that contextualize his arguments; historical perspectives on rhetoric, educational philosophy, advertising, and even references to old school non-traditional physical input devices that I had never heard of (Joyboard anyone?). On the other hand, I feel like I'm still struggling to get a complete grasp on his concept of a "unit operation", based on the "count as one" concept of Alain Badiou (who I'm less than acquainted with). I'll likely have to pull Unit Operations (also by Bogost) off my shelf for some better grounding.

It can be a little dense in places, but not without cause. (I agree with a previous review that Bogost crafted his points very carefully to make specific statements and avoid ambiguity, however they may require multiple reads to parse). This book contains wealth of condensed and relevant knowledge along with carefully made insights.
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7 of 9 people found the following review helpful
4.0 out of 5 stars Groundbreaking October 7, 2008
Format:Hardcover
As a University lecturer, I found this book very useful in showing the applications of Bogost's theories (from "Unit Operations" onwards). Some of the examples are better than others, but reading Bogost's work you have the sense that he really "gets it," as in he understands the game-changing (forgive the pun) new ideas behind the culture, audience, and especially the software that makes video games tick, and exactly why they are different from established media like cinema. This book is directly applicable to all sorts of modern media, and although the title has "Games" in it I would recommend this to any person with an interest in modern media theory.

I do agree with the other review that this book can be very thick at times, but my impression is that you are expected to re-read sentences more than once. The words seem to be carefully chosen and parsed for meaning, something I appreciate, even if it doesn't make the book a speedy reader.
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Most Recent Customer Reviews
1.0 out of 5 stars Weak Book
I really, really disliked this book. I guess at the most basic level, I thought that Bogost was essentially ripping off several other peoples' ideas and packaging them under the... Read more
Published 1 month ago by Duke
5.0 out of 5 stars Games can be so much more, and this is why
An excellent read for anyone who wants to push his/her videogames to the next level, understands why some fail and why some succeed, or just looking for a new approach to analyze... Read more
Published 7 months ago by mtarzaim
4.0 out of 5 stars The Expressive Power of a Reader
I had to purchase this book for an English class where we discuss how we can use videogames to produce fiction, and also how to produce a videogame that is fiction, as well as how... Read more
Published 19 months ago by A. L. Hochschild
5.0 out of 5 stars Wide reaching, informative, and entertaining
Ian Bogost is both an progressive thinker and eloquent writer, and he applies them both to videogames in a way that is both academic and page-turning. Read more
Published on December 24, 2010 by Mary Jo Mathew
5.0 out of 5 stars Easily one of most important books in game studies and design
This book rules. If you've ever thought to yourself (or screamed on the internet) about how videogames are as important or should be respected as much as other forms of art... Read more
Published on July 2, 2010 by Michael A. Treanor
1.0 out of 5 stars the titel is promissing the book less
the titel was very promising and that's why I decided to buy the book as there is certainly an issue around persuasion when it comes down to video games. Read more
Published on February 26, 2010 by Bart Norre
2.0 out of 5 stars Purely Academic
The book is purely academic. It fits well if you are preparing a thesis, a dissertation, or a research, but never for practical real life learning of games. Read more
Published on November 15, 2009 by Fadi Mujahid
4.0 out of 5 stars Dense
This is important work but god all mighty is it hard to get through. He's not the most gifted writer but he makes important points about the legitimacy of video games as an... Read more
Published on September 28, 2008 by William J. C. Sellinger
5.0 out of 5 stars *Invitational* Game Criticism...
Although Ian Bogost clearly has a vested interest, as a game designer and critic, in the ability of games to communicate powerful, evocative messages, Persuasive Games seriously... Read more
Published on August 23, 2007 by C. Poremba
5.0 out of 5 stars substantive thinking
Ian Bogost really practices what he preaches. The way he builds and reconfigures ideas and concepts, he effectively illustrates how procedural rhetoric can be done textually as... Read more
Published on July 27, 2007 by drew davidson
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