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Persuasive Games: The Expressive Power of Videogames
 
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Persuasive Games: The Expressive Power of Videogames (Hardcover)

by Ian Bogost (Author)
4.5 out of 5 stars See all reviews (4 customer reviews)

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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

"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

"Videogames lack the cultural stature of 'legitimate' art forms because they are widely perceived to be trivial and meaningless. But Ian Bogost makes a powerful argument that they are capable of informing and persuading as well as entertaining; in short, that they possess the power of rhetoric. Backed by numerous examples from the fields of politics, advertising, and education, Persuasive Games is an important addition to the debate over what games are, do, and can be."
Ernest W. Adams, game design consultant and educator

Product Description
Videogames are both 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 those positions, 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 education. Bogost is both an academic researcher and a videogame designer, and Persuasive Games reflects both theoretical and game-design goals.

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Product Details

  • Hardcover: 432 pages
  • Publisher: The MIT Press (July 1, 2007)
  • Language: English
  • ISBN-10: 0262026147
  • ISBN-13: 978-0262026147
  • Product Dimensions: 9.1 x 7.3 x 1.3 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars See all reviews (4 customer reviews)
  • Amazon.com Sales Rank: #213,457 in Books (See Bestsellers in Books)

What Do Customers Ultimately Buy After Viewing This Item?

Persuasive Games: The Expressive Power of Videogames
66% buy the item featured on this page:
Persuasive Games: The Expressive Power of Videogames 4.5 out of 5 stars (4)
$29.60
Gamer Theory
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Unit Operations: An Approach to Videogame Criticism
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Customer Reviews

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Average Customer Review
4.5 out of 5 stars (4 customer reviews)
 
 
 
 
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4 of 4 people found the following review helpful:
5.0 out of 5 stars *Invitational* Game Criticism..., August 23, 2007
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 challenges some pervasive assumptions behind games, reception and interactivity-- taking a run at how games communicate all the wonderful (or terrible) things they are assumed to communicate. Bogost makes several rather clever moves in this book, including linking the development of a 'procedural rhetoric' to the theorization of visual rhetoric-- of course games use both, but such nitpicking isn't the point of this book. Persuasive Games isn't an instruction manual for making compelling games, but it will start to the kinds of discussions we need to make more compelling games possible.
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4 of 4 people found the following review helpful:
5.0 out of 5 stars substantive thinking, July 27, 2007
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 well as through games. This book (along with his earlier _Unit Operations_) shows Bogost doing some of the most substantive thinking in the game studies field.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Groundbreaking, October 7, 2008
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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4.0 out of 5 stars Dense
This is important work but god all mighty is it hard to get through. Not the most gifted writer but he makes important points about the legitimacy of video games and a expressive... Read more
Published 9 months ago by William J. C. Sellinger

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