Cited by 1,714Digital Games and MediaRhetoric and Communication StudiesEducational Games and Gamification

Persuasive Games: The Expressive Power of Videogames

·2008·Choice Reviews Online

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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Crossref · 10.5860/choice.46-0096

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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

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Venue
Choice Reviews Online
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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