{"product_id":"persuasive-games-isbn-9780262514880","title":"Persuasive Games","description":"\u003cb\u003eAn 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.\u003c\/b\u003e\u003cp\u003eVideogames 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. \u003c\/p\u003eDo not wait: start reading this stimulating book.—\u003cb\u003eJan H.G. Klabbers\u003c\/b\u003e, \u003ci\u003eGame Studies\u003c\/i\u003e—\u003cbr\u003e\u003cp\u003eBogost'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.\u003c\/p\u003e—\u003cb\u003eSteve Jacobs\u003c\/b\u003e, \u003ci\u003eAmerican Journal of Play\u003c\/i\u003e—\u003cbr\u003e\u003cp\u003eBogost creates and writes about serious games, seemingly simple diversions that deliver educational political and advertising content alongside entertainment. In \u003ci\u003ePersuasive Games\u003c\/i\u003e, 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.\u003c\/p\u003e—\u003cb\u003eScott Colbourne \u003c\/b\u003e, \u003ci\u003eThe Globe and The Mail\u003c\/i\u003e—\u003cbr\u003e\u003cp\u003eWhether 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.\u003c\/p\u003e—\u003cb\u003eRudy McDaniel \u003c\/b\u003e, \u003ci\u003eLiterary and Linguistic Computing\u003c\/i\u003e—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 \u003ci\u003eNewsgames: Journalism at Play \u003c\/i\u003e(MIT Press, 2010).","brand":"The MIT Press","offers":[{"title":"Default Title","offer_id":46299965915365,"sku":"NP9780262514880","price":42.0,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9780262514880.jpg?v=1767734686","url":"https:\/\/k12savings.com\/products\/persuasive-games-isbn-9780262514880","provider":"K12savings","version":"1.0","type":"link"}