Persuasive Games: The Expressive Power of Videogames
Abstract
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 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 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 des…
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Games differ from other media by being procedural, interactive systems that have some media-specific ways of meaning-making.
“games differ from other media by being procedural, interactive systems that have some media-specific ways of meaning-making (see e.g., Bogost, 2007; Kücklich, 2002; Wardrip-Fruin, 2009).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007
Processes guide their actions and weigh their options in certain ways.
“Processes guide their actions and weigh their options in certain ways.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007
The processes of the game are not neutral, but contain values and persuade the player to see the world in a certain light.
“The processes of the game are not neutral, but contain values and persuade the player to see the world in a certain light.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007
The systems of games are not neutral, but necessarily provide a certain perspective to things.
“these systems are not neutral, but necessarily provide a certain perspective to things (e.g., Bogost, 2007, p. 45; Wardrip-Fruin, 2009, pp. 4-5).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007
Users acting upon processes are also acted upon by those same processes.
“Users acting upon processes are also acted upon by those same processes.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007
The processes of the game guide the player towards some and away from other actions and choices in a manner described by procedural rhetoric.
“The processes of the game guide the player towards some and away from other actions and choices in a manner described by procedural rhetoric (Bogost, 2007).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007
One way games express ideas is through the rhetoric of failure.
“One of the ways this works is through what Bogost (2007, p. 85) calls the rhetoric of failure:”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost (2007, p. 85)
Videogames can make claims about how things don't work through procedural rhetorics.
“If procedural rhetorics function by operationalizing claims about how things work, then videogames can also make claims about how things don't work. (italics in the original)”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost (2007, p. 85)
The rhetoric of failure works by creating situations that cannot be solved or won.
“The rhetoric of failure works by creating situations that cannot be solved or won.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost (2007, p. 85)
Because of their procedural and interactive nature, games work best when expression uses these features instead of going against them.
“Because of the procedural and interactive nature of games, they work best when the expression tries to use these features instead of going against them (cf. Bogost, 2007, pp. 44-46).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bogost, 2007, pp. 44-46
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- Venue
- Choice Reviews Online
- Publisher
- American Library Association
- Published
- 2008-09-01
- Volume
- 46
- Issue
- 01
- Pages
- 46-0096-46-0096
- ISSN
- 0009-4978 (ISSN-L)
- 1523-8253
- OpenAlex
- W1517010003
- Cited by
- 1,714
- References
- 0
- Citations by year
- 2025: 18 · 2024: 101 · 2023: 108 · 2022: 104 · 2021: 169 · 2020: 125 · 2019: 129 · 2018: 110 · 2017: 101 · 2016: 111 · 2015: 119 · 2014: 140 · 2013: 94 · 2012: 91
- Type
- book review
- Language
- en
- Open access
- closed
- Locations
- Choice Reviews Online (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Philosophy › Rhetoric and Communication Studies
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- persuasive games, video games, procedural rhetoric, persuasion, rhetoric, proceduralism, rule-based representation, game design, politics, advertising, social change
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